With some detail levels only the base texture (diffuse) is drawn on the objects, but no light/bump/specular. With 'Shader Effects' set to low the strogg deployables are like this (from any distance), while setting it to high makes every object (except the ground) that are closer than ~10 meters appear like this. This message is written to the console a couple of times: Not a native swizzle: 00000e08
Can you run the program with the environment variable RADEON_DEBUG=fp and post the output.
Created attachment 46429 [details] etqw_console.txt.gz (In reply to comment #1) > Can you run the program with the environment variable RADEON_DEBUG=fp and post > the output. Attached full log.
Created attachment 46516 [details] [review] Verbose patch This patch will give me some more verbose output, could you apply it to master and post the output with RADEON_DEBUG=fp
Created attachment 46526 [details] etqw_log_verbose.txt.gz As the previous one, this was also done with shader effects = high.
(In reply to comment #4) > Created an attachment (id=46526) [details] > etqw_log_verbose.txt.gz > > As the previous one, this was also done with shader effects = high. Thanks. Running with RADEON_DEBUG=noopt should make the problem go away while I'm working on a fix.
Created attachment 46577 [details] [review] Possible Fix I think this patch might fix this. If it doesn't could you post the output of RADEON_DEBUG=fp again.
Created attachment 46579 [details] [review] Possible Fix I think this patch might fix this. If it doesn't could you post the output of RADEON_DEBUG=fp again.
Created attachment 46595 [details] etqw_log.txt.gz Unfortunately the fix makes things worse. Now everything is black except the sky, the trees and the weapon projectiles.
Created attachment 46609 [details] [review] Fix v2 Can you try this patch. If it doesn't work please post the output of RADEON_DEBUG=fp again.
Fix v2 works perfectly. Thanks. I also tested some other games, and saw no regressions.
Fix in git by commit 95c93651b4023cb070878aee7723d886de8ea19a
Now this problem appeared again. With medium shader detail all human deployables and the strogg AVT loose detail textures and lightmaps as approached. With high shader detail the wheels of some vehicles do this as well.
(In reply to comment #12) > Now this problem appeared again. With medium shader detail all human > deployables and the strogg AVT loose detail textures and lightmaps as > approached. With high shader detail the wheels of some vehicles do this as > well. Can you bisect this?
(In reply to comment #13) > (In reply to comment #12) > > Now this problem appeared again. With medium shader detail all human > > deployables and the strogg AVT loose detail textures and lightmaps as > > approached. With high shader detail the wheels of some vehicles do this as > > well. > > Can you bisect this? 217cd216eac65983004ca77a9e49dbfad1b720b6 is the first bad commit commit 217cd216eac65983004ca77a9e49dbfad1b720b6 Author: Tom Stellard <tstellar@gmail.com> Date: Tue May 17 18:51:20 2011 -0700 r300/compiler: Fix bug in rc_get_variables() Variables that write to the same source select need to pe paired together otherwise the register allocator might fail. https://bugs.freedesktop.org/show_bug.cgi?id=36753 :040000 040000 a1d3852986919d6ae3449a06a8b3dc43afe90689 2a8531a9541ae918d70bff7911025fed709e7b6b M src I think #40062 is a duplicate of this one.
Fixed in git commit 2d1004d9aa719bb93a4f057b0eefe88f23b44e44
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