Created attachment 120812 [details] apitrace trace I get flickering textures on buttons in the menus of ARK Survival Evolved on my Tonga. A video of the corruption: https://www.youtube.com/watch?v=29OP-wlashA $ glxinfo | grep OpenGL OpenGL vendor string: X.Org OpenGL renderer string: Gallium 0.4 on AMD TONGA (DRM 3.1.0, LLVM 3.8.0) OpenGL core profile version string: 4.1 (Core Profile) Mesa 11.2.0-devel (git-14f21f5) OpenGL core profile shading language version string: 4.10 OpenGL core profile context flags: (none) OpenGL core profile profile mask: core profile I am using the current kernel "4.4.0-rc3-geafbbd9" from cgit.freedesktop.org/~agd5f/linux/log/?h=drm-next-4.5 with powerplay enabled. This issue does not appear on llvmpipe (neither in the apitrace replay, nor with the game).
Created attachment 120813 [details] apitrace trace wrong mime type of attachment
This issue does also not affect my Barts on r600.
Based on an analysis of the trace I've done some time ago this is a pixel discard problem, most likely the same as bug #93594. *** This bug has been marked as a duplicate of bug 93594 ***
(In reply to Nicolai Hähnle from comment #3) > Based on an analysis of the trace I've done some time ago this is a pixel > discard problem, most likely the same as bug #93594. > > *** This bug has been marked as a duplicate of bug 93594 *** I am not surprised, thanks for looking into it :)
So, I've looked into this again out of curiosity, because I do have an LLVM patch that can be used to work around this. However, the patch introduces some inefficiencies, and this is a game bug: it is clear from playing with the provided apitrace that a derivative is taken after a non-uniform discard/kill, which is undefined behaviour in GLSL. Does anybody paying attention to this bug report know of a way to contact the game developer about this?
(In reply to Nicolai Hähnle from comment #5) > So, I've looked into this again out of curiosity, because I do have an LLVM > patch that can be used to work around this. However, the patch introduces > some inefficiencies, and this is a game bug: it is clear from playing with > the provided apitrace that a derivative is taken after a non-uniform > discard/kill, which is undefined behaviour in GLSL. > > Does anybody paying attention to this bug report know of a way to contact > the game developer about this? Unfortunately there seems to be no bugtracker. The list of (core) devs can be found on their homepage http://www.instinctgames.com/#c-about-us together with email info@instinctgames.com and phone +20222913556 though. They are apparently also use Twitter: https://twitter.com/instinctgames Facebook: https://www.facebook.com/InstinctGames Linkedin: https://www.linkedin.com/company/instinct-games I could find the linkedin profile of one of the graphics engine programmers too: https://www.linkedin.com/in/mohammad-yusuf-2b7531a7
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