I tried to capture screenshots, but was unsuccessful. There are occasional blotches in the final images which look like random data, potentially resulting from blit fail, resolve fail, etc. These mostly only happen in the first and third/fourth scenes, not elsewhere. The corruption is reproducible (even looks similar between runs, so perhaps not random after all?). mesa commit 79bff488bc Haswell gpu: 00:02.0 VGA compatible controller [0300]: Intel Corporation Xeon E3-1200 v3/4th Gen Core Processor Integrated Graphics Controller [8086:0412] (rev 06) DRI3-enabled DDX (in case it matters). Demo downloadable from https://wiki.unrealengine.com/Linux_Demos Run like this: ./Atlantis-Linux-Shipping ResX=640 ResY=480
This appears to be fixed by commit 0aa4f99f562a05880a779707cbcd46be459863bf Author: Francisco Jerez <currojerez@riseup.net> Date: Thu Jan 14 11:22:46 2016 -0800 i965: Fix cache pollution race during L3 partitioning set-up. We need to split the stalling flush from the RO cache invalidation into a different PIPE_CONTROL command to make sure that the top of the pipe invalidation happens after any previous rendering is complete. Otherwise it's possible for previous rendering to pollute the L3 cache in the short window of time between RO invalidation and the completion of the stalling flush. Fixes rendering artifacts on Unigine Heaven, Metro Last Light Redux and Metro 2033 Redux. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93540 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93599 Tested-by: Darius Spitznagel <d.spitznagel@goodbytez.de> Tested-by: Martin Peres <martin.peres@linux.intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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