Bugzilla – Bug 60172
Planeshift: triangles where grass would be
Last modified: 2013-02-21 15:33:41 UTC
Created attachment 74068 [details]
screenshot which shows those triangles that didn´t appear with mesa 8.0.5
Since testing out fixes for bug #59086 I have some triangles where grass or rock or whatever would be. Thus spell effects are fast, but triangles appear where there have been none before (with mesa 8.0.5-3 from Debian package). Thus it might be unrelated to the spell effect speedup patches but be related to an issue in the newer mesa.
See example screenshot, that I attach.
Currently I have this with newest mesa git:
OpenGL version string: 3.0 Mesa 9.2-devel (git-a8a5055)
plus the four patches from:
[Mesa-dev] [PATCH 1/4] mesa: Put extern "C" guards in renderbuffer.h.
I have set LIBGL1_MESA_DRIVERS according to
in calling shell, but also in:
martin@merkaba:~> cat /opt/PlaneShift/pslaunch
cd $(dirname $0)
exec ./pslaunch.bin $@
I think this would make Planeshift use my newest mesa libraries.
I built mesa with:
martin@merkaba:~/Spielen/Planeshift/spell-effects-slow> ./configure --prefix=/usr \
--with-egl-platforms='drm x11' \
(Disabled gallium stuff, cause it didn´t build out of the box last time.)
Oh, I have only seen this issue outside of a city so far. Inside cities or buildings all is well.
Confirmed. This appears to happen with Mesa master but not 9.0. I'll have to bisect.
(Sadly, it doesn't actually *run* on 9.0 due to an ARB_oq2 bug...I'll pick over the fix for that now so it'll actually work with 9.0.3...)
Managed to track this down.
A trace that reproduces the issue (on Sandy Bridge) is here:
f3993107f0b997195c4d97b95c47e84220f10b6d is the first bad commit
Author: Paul Berry <firstname.lastname@example.org>
Date: Wed Dec 5 10:19:19 2012 -0800
glsl/linker: Sort varyings by packing class, then vector size.
This patch paves the way for varying packing by adding a sorting step
before varying assignment, which sorts the varyings into an order that
increases the likelihood of being able to find an efficient packing.
First, varyings are sorted into "packing classes" by considering
attributes that can't be mixed during varying packing--at the moment
this includes base type (float/int/uint/bool) and interpolation mode
(smooth/noperspective/flat/centroid), though later we will hopefully
be able to relax some of these restrictions. The number of packing
classes places an upper limit on the amount of space that must be
wasted by varying packing, since in theory a shader might nave 4n+1
components worth of varyings in each of m packing classes, resulting
in 3m components worth of wasted space.
Then, within each packing class, varyings are sorted by vector size,
with vec4's coming first, then vec2's, then scalars, and then finally
vec3's. The motivation for this order is that it ensures that the
only vectors that might be "double parked" (with part of the vector in
one varying slot and the remainder in another) are vec3's.
Note that the varyings aren't actually packed yet, merely placed in an
order that will facilitate packing.
Reviewed-by: Eric Anholt <email@example.com>
:040000 040000 665adcc3ac4fb0df02f3a1588400c3a7032e4821 69a17ca15348fca35e5b608a85bd6c061827a767 M src
Not sure what's going on though.
Drat. This appears to be Sandy Bridge specific---I can't reproduce it on Ivy Bridge. Sounds similar to the Steam Big Picture issue we've been tracking down.
CC'ing Jordan in case he's interested...
Kenneth, thank you for digging into it. I am completely astonished by the amount of support I receive for my bug reports. It makes fun filing bug reports that get such a response. I think with these environment variables being set I have a good environment to test out patches. So feel free to throw patches at me. :) Thank you, Martin
Here's a patch on the mailing list:
It really needs to get cleaned up before going upstream - after several hours of bashing at this, hanging my GPU, and trying to get the numbers exactly right, it got a bit ugly. But it works now!
(In reply to comment #6)
> My pleasure!
> Here's a patch on the mailing list:
Tested-by: Martin Steigerwald <firstname.lastname@example.org>
Works just fine on Sandybridge HD 3000 here. Glitches are gone.
Thanks a lot. Great turn around time from bug report to fix! I love it.
I sent out an updated series:
It should do the exact same thing as the old one, but the code is less embarassingly ugly.
Tested-by: Martin Steigerwald <email@example.com>
Corruptions are still gone.
OpenGL version string: 3.0 Mesa 9.2-devel (git-8a4d952)
+ these four patches and the four patches for CopyTexSubImage BLORP y-tiled blits (see bug #59086).
I will observe whether the GPU hangs have gone.
Fixed in master by:
Author: Kenneth Graunke <firstname.lastname@example.org>
Date: Sat Feb 2 12:46:49 2013 -0800
i965: Fix the SF Vertex URB Read Length calculation for Sandybridge.
(This commit message was primarily written by Paul Berry, who explained
what's going on far better than I would have.)
Previous to this patch, we thought that the only restrictions on
3DSTATE_SF's URB read length were (a) it needs to be large enough to
read all the VUE data that the SF needs, and (b) it can't be so large
that it tries to read VUE data that doesn't exist. Since the VUE map
already tells us how much VUE data exists, we didn't bother worrying
about restriction (a); we just did the easy thing and programmed the
read length to satisfy restriction (b).
However, we didn't notice this erratum in the hardware docs: "[errata]
Corruption/Hang possible if length programmed larger than recommended".
Judging by the context surrounding this erratum, it's pretty clear that
it means "URB read length must be exactly the size necessary to read all
the VUE data that the SF needs, and no larger". Which means that we
can't program the read length based on restriction (b)--we have to
program it based on restriction (a).
The URB read size needs to precisely match the amount of data that the
SF consumes; it doesn't work to simply base it on the size of the VUE.
Thankfully, the PRM contains the precise formula the hardware expects.
Fixes random UI corruption in Steam's "Big Picture Mode", random terrain
corruption in PlaneShift, and Piglit's fbo-5-varyings test.
NOTE: This is a candidate for all stable branches.
Tested-by: Jordan Justen <email@example.com> (v1/Piglit)
Tested-by: Martin Steigerwald <firstname.lastname@example.org> (PlaneShift)
Reviewed-by: Paul Berry <email@example.com>
Signed-off-by: Kenneth Graunke <firstname.lastname@example.org>
(along with the previous two commits). These should be cherry-picked back to 9.0 assuming no one finds any issues with them on master.
Cherry-picked to the 9.0 branch: e11ef54a92843be70850ae0244169b5b9708ecab
It will be available in Mesa 9.0.3.