Created attachment 50039 [details] broken rendering The glsl-to-tgsi merge broke rendering in the game Fallout 3 (running in Wine), I confirmed this by reverting the merge. Before/after screenshots are attached, but I'm not sure what environment variables I need to set to dump the shaders?
Created attachment 50040 [details] normal rendering
I've seen similar issues in a couple of other applications using Wine as well.
Can you check out the glsl-to-tgsi branch and bisect it there? That will give me a better idea of what's causing the problem.
Also, if you're using r600g, you can dump the TGSI output with the environment variable R600_DUMP_SHADERS=1. Regardless of the driver, you can also dump the GLSL IR output by setting MESA_GLSL=dump.
Created attachment 50042 [details] TGSI output from broken rendering (In reply to comment #4) > Also, if you're using r600g, you can dump the TGSI output with the environment > variable R600_DUMP_SHADERS=1. Regardless of the driver, you can also dump the > GLSL IR output by setting MESA_GLSL=dump. Thanks! I'm attaching before/after output from a R600_DUMP_SHADERS=1 run, will try bisecting tomorrow.
Created attachment 50043 [details] TGSI output from normal rendering
Thanks, although bisecting the regression in the glsl-to-tgsi branch will probably give more helpful results. Also, since I've never used R600_DUMP_TGSI before, I now see that in addition to the actual TGSI, it dumps the hardware shader, which is useless to me and clutters the output. So for doing TGSI dumps in the future, it would probably be best if you instead compiled st/mesa with the ST_DEBUG define (in st_debug.h) set to DEBUG_TGSI. That should dump only the TGSI.
Created attachment 50070 [details] [review] patch This patch helps for the issues I see in Wine.
(In reply to comment #8) > This patch helps for the issues I see in Wine. It takes care of the problems in Fallout 3 too. Thanks!
(In reply to comment #8) > Created an attachment (id=50070) [details] > patch > > This patch helps for the issues I see in Wine. I've committed your patch to master as e6c64800cc8. Thanks!
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