Playing Freespace 2 SCP in Archlinux I've noticed all objects with strange lightning issues. They glow and flash between the normal light and total white. Hera are 4 pictures (http://imgur.com/6FRzz5T,aIrDuFo,oUUqIia,s01MP7Y#0). The first three were taken rendering with the integrated Intel chip. Notice the "sun-sided" part of the ship. The fourth was taken rendering the exact same game with the dedicated Nvidia GPU (through bumblebee with nvidia proprietary driver). I couldn't test it with nouveau driver because the game crashes X with a segfault on libnouveau_drv (probably due to s3tc texture, I'm not sure). This rendering issue is also present in other applications (gtkglext one, made by me), I can provide it if it's necessary. Chipset: Integrated Graphics Chipset: Intel(R) Arrandale architecture: x86_64 xf86-video-intel: 2.21.5-1 xorg-server: 1.14.0-2 mesa: 9.1.1-1 libdrm: 2.4.42-1 kernel: 3.8.4-1-ARCH Steps to reproduce: enter a the game, enter a mission, just look around for any ship.
The trace file is 111Mb in size. How could I upload the relevant bits?
Ok. Uploaded to Dropbox. As I have no idea how to trim it properly. http://dl.dropbox.com/u/101701104/fs2_open.trace
It's a regression. Works fine with mesa 8.0.4. Will try to bisect it.
Bisecting between 9.2-devel (current master) and mesa-8.0.4 tag gave me this. Hope is helpful The merge base 6fe42b603d0ec9e13a8b7d6c46c6d89da3a6a614 is bad. This means the bug has been fixed between 6fe42b603d0ec9e13a8b7d6c46c6d89da3a6a614 and [6fe42b603d0ec9e13a8b7d6c46c6d89da3a6a614 c1f4867c89adb1a6b19d66ec8ad146115909f0a7].
Created attachment 77170 [details] bisect log of the issue Well I hit the first bad commit by a bisection (I'm attaching the bisect log): 7426d9d7699452f15f3288e781e1791d8d00a64a is the first bad commit commit 7426d9d7699452f15f3288e781e1791d8d00a64a Author: Olivier Galibert <galibert@pobox.com> Date: Thu Jul 19 22:00:16 2012 +0200 i965/fs: Fix the FS inputs setup when some SF outputs aren't used in the FS. If there was an edge flag or a two-side-color pair present, we'd end up mismatched and read values from earlier in the VUE for later FS inputs. v2: Fix regression in gles2conform shaders generating point size. (change by anholt) Signed-off-by: Olivier Galibert <galibert@pobox.com> Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> NOTE: This is a candidate for the 8.0 branch. :040000 040000 b590ab710e004c4a760b0b7268bd1ad98bc99fdd d0cfb9acec2290d01c6f2e4d1902c66035547aaf M src
Created attachment 77185 [details] [review] Proposed patch to fix the issue. The patch attached fixed the issue for me. Apply on top of master (ee624ced364bfd2f896809874ef3a808a11c5ecf). Hope it helps.
commit 0967c362bf378b7415c30ca6d9523d3b2a3a7f5d Author: Eric Anholt <eric@anholt.net> Date: Fri Mar 29 00:26:07 2013 -0700 i965: Fix an inconsistency inb the VUE map with gl_ClipVertex on gen4/5.
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