Bug 28847 - Regnum Online: shader backend not rendering
Summary: Regnum Online: shader backend not rendering
Status: RESOLVED FIXED
Alias: None
Product: Mesa
Classification: Unclassified
Component: Drivers/Gallium/r300 (show other bugs)
Version: git
Hardware: Other All
: medium normal
Assignee: Default DRI bug account
QA Contact:
URL: http://www.regnumonline.com.ar/
Whiteboard:
Keywords:
Depends on:
Blocks:
 
Reported: 2010-06-30 07:27 UTC by Sven Arvidsson
Modified: 2011-09-19 12:05 UTC (History)
0 users

See Also:
i915 platform:
i915 features:


Attachments
RO with r300g (471.34 KB, image/png)
2010-06-30 07:27 UTC, Sven Arvidsson
Details
Screenshot of bug in RO in safe mode (700.74 KB, image/png)
2010-07-17 14:11 UTC, Sven Arvidsson
Details
Regnum with shader backend (276.40 KB, image/png)
2011-02-11 09:41 UTC, Sven Arvidsson
Details

Description Sven Arvidsson 2010-06-30 07:27:00 UTC
The game Regnum Online (MMO but can be downloaded and played at no cost), only runs if "Safe Mode" is selected in the options. 

With r300c, I get these errors:

drmRadeonCmdBuffer: -22. Kernel failed to parse or rejected command stream. See dmesg for more info.
Found 4 messages leaked

[...]

[ 9468.240398] radeon 0000:01:00.0: (PW 1) Vertex array 0 need 268396832 dwords have 47104 dwords
[ 9468.240402] [drm:r100_cs_track_check] *ERROR* Max indices 16774802
[ 9468.240404] [drm:radeon_cs_ioctl] *ERROR* Invalid command stream !

With r300g, the game starts, but doesn't render correctly (see attached screenshot).

The game is run with "Fixed pipeline" set in the options, using shaders will apprently need the new glsl2 compiler.



System environment:
-- system architecture: 32-bit
-- Linux distribution: Debian unstable
-- GPU: RV570
-- Model: Asus EAX1950Pro 256MB
-- Display connector: DVI

-- xf86-video-ati: 801e83227a59a29eea425ea612083bbf2b536c30
-- xserver: 1.8.1.901
-- mesa: 75acb896c6da758d03e86f8725d6ca0cb2c6ad82
-- drm: 6ea2bda5f5ec8f27359760ce580fdad3df0464df
-- kernel: 2.6.35-rc3
Comment 1 Sven Arvidsson 2010-06-30 07:27:42 UTC
Created attachment 36634 [details]
RO with r300g
Comment 2 Sven Arvidsson 2010-07-17 14:11:28 UTC
Created attachment 37161 [details]
Screenshot of bug in RO in safe mode

Even safe mode isn't working perfectly. Every few seconds all characters flickers and seems to lose their shape. The attached screenshot shows the bug.
Comment 3 Marek Olšák 2010-07-17 23:48:09 UTC
It looks like a new issue, can you bisect it?
Comment 4 Sven Arvidsson 2010-07-18 09:26:33 UTC
This is odd, I can only reproduce it with some of the games NPCs now, not my own character. I'm not really sure what has changed from yesterday, but I guess it's possible that some update to the game has changed the behaviour.

Doesn't seem to be a new bug though, I can reproduce it with the same checkout as I used in my initial bug report. Probably didn't notice it then, or forgot to mention it.

The bug seems to have something to do with the angle or location from which I look at an NPC, shifting slightly to the right or left will either show it rendered properly, or corrupt.
Comment 5 Sven Arvidsson 2010-09-26 13:03:52 UTC
The bug in safe mode (the one in the screenshot) goes away if RADEON_NO_TCL=1 is set.
Comment 6 Marek Olšák 2011-02-11 07:31:18 UTC
The bug with corrupted vertices appears to be fixed.
Comment 7 Sven Arvidsson 2011-02-11 09:41:09 UTC
Created attachment 43260 [details]
Regnum with shader backend

(In reply to comment #6)
> The bug with corrupted vertices appears to be fixed.

Indeed, the fixed function backend seems to be working fine now.


The shader backend is still busted (screenshot attached). Not sure if it's relevant, but Intel has been making some progress on that end:
https://bugs.freedesktop.org/show_bug.cgi?id=28138#c13
Comment 8 Tom Stellard 2011-09-16 20:22:50 UTC
Is this still an issue with the latest mesa from git?
Comment 9 Sven Arvidsson 2011-09-19 12:05:02 UTC
(In reply to comment #8)
> Is this still an issue with the latest mesa from git?

The game is still busted, but this is not specific to r300g but a problem with the GLSL compiler. There's already bug 28138 open about this, but that's filed against i965 and Intel is making some progress there, but only on their own backend.

It's probably easier to close this report and file a new one against Mesa core to keep things simple.


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