Created attachment 124647 [details] Screenshot showing visual corruption with game version 5.1.1 on radeonsi Since the recent release of book five for "Dreamfall Chapters: The longest Journey" and the games usage of a OpenGL 4.1+ context I'm seeing minor visual corruption in almost all scenes: usually it's just a few pixels – mostly along borders/edges of models – with wrong colours, like a bright green or yellow. During the epilogue there is a scene with more heavy corruption in the background. The attached screenshot shows that scene. The game version is the currently latest 5.1.1 and was run on the following stack (a fully updated Debian testing as a base): GPU: Hawaii PRO [Radeon R9 290] (ChipID = 0x67b1) Mesa: Git:master/5a64549f54 libdrm: 2.4.68-1 LLVM: SVN:trunk/r273281 (3.9 devel) + <http://reviews.llvm.org/D21551?id=61349&download=true> X.Org: 2:1.18.3-1 Linux: 4.6.2 Firmware: firmware-amd-graphics/20160110-1 libclc: Git:master/20d977a3e6 DDX: 1:7.7.0-1 Please let me know, if you need anything else.
Thanks for opening the separate report. Can you create an apitrace that shows the visual corruption?
(In reply to Nicolai Hähnle from comment #1) > Thanks for opening the separate report. No need to thank me for that. It's easier for everybody this way. ;-) (Btw, I marked bug 96602 as resolved yesterday, even though <http://reviews.llvm.org/D21551> is not commited yet. That might have been a bit rash. In case you need it open for tracking/remembering to ping D21551 if needed, let me know and I reopen it.) > Can you create an apitrace that shows the visual corruption? Sure. You can find the trace in compressed form at <http://dev.carbon-project.org/debian/mesa.bugs/96622/dfc.trace.xz>. Please note, that you will need a password and user name to access the trace, since it's ~ 1.2 GB in size even in compressed form (~ 2.6 GB uncompressed) and I want to prevent needless downloads. According to my records you should already have working login credentials from a prior report/trace. If you need me to reset the password, just let me know (other known Mesa developers wanting to have a look at the file, can contact me for credentials by private e-mail). The trace shows my graphics settings for the game at the beginning to allow you to recreate the setup, should you gain/have access to the game. The first sequence after the loading screen doesn't show a glitch in the trace, even though I saw some white pixels on the balcony while recording. The corruption from attachment 124647 [details] can be seen after the second loading screen. The trace was recorded with the same stack and game version as described in comment #0. Let me know, if you need anything else.
Created attachment 124709 [details] Fixed! As you can see from the attached screenshot, I can no longer reproduce the bug with game version 5.2.0 and the following stack (a fully updated Debian testing as a base): GPU: Hawaii PRO [Radeon R9 290] (ChipID = 0x67b1) Mesa: Git:master/28d0d0c5b4 libdrm: 2.4.68-1 LLVM: SVN:trunk/r273689 (3.9 devel) + <http://reviews.llvm.org/D21551?id=61349&download=true> X.Org: 2:1.18.3-1 Linux: 4.6.2 Firmware: firmware-amd-graphics/20160110-1 libclc: Git:master/20d977a3e6 DDX: 1:7.7.0-1
Resolving as „not our bug“ since the changelog for DFC 5.2.0 (<http://steamcommunity.com/games/237850/announcements/detail/814405200397204382>) mentions fixes for pixel errors (even though the changelog seems to restrict this to Mac OS X, but since both use OpenGL...).
Great to hear that and thank you for following up on here :)
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