Created attachment 125105 [details] Example of redenring with artefacts Hello, The Intel driver appears not to render textures properly. The textures look "smoother" and slihgtly blocky, as if they were strongly compressed. When forcing software rendering by setting the LIBGL_ALWAYS_SOFTWARE environment variable, everything appears to be rendered properly. I am running Mesa 12.0.1 (I selected 11.2 as 12.0 is not available in the form, but note that this has been a long standing issues, not a recent regression). Here is the game's log when using the intel driver. Comparing it to when using the software rendering, one important difference is that there is no anisotropic rendering. Fiddling a bit in the game's configuration file to increase a parameter called maxanisotropy makes things look even worse. [gfx_opengl.cpp:3230]: Loading settings for adapter -1, fullscreen=1, multisample=15 [gfx_opengl.cpp:3298]: Checking for multi-sampling support: [gfx_opengl.cpp:3323]: MaxTextureWidth: 8192 [gfx_opengl.cpp:3324]: MaxTextureHeight: 8192 [graphicssettings.cpp:152]: 2 samples supported. [graphicssettings.cpp:152]: 4 samples supported. [graphicssettings.cpp:152]: 8 samples supported. [graphicssettings.cpp:152]: 16 samples supported. [graphicssettings.cpp:184]: Support for Anisotropic filtering found. [graphicssettings.cpp:187]: Max Anisotropic filtering supported: 16 [graphicssettings.cpp:188]: Anisotropic filtering set to: 0 [gfx_opengl.cpp:3230]: Loading settings for adapter -1, fullscreen=1, multisample=15 [gfx_opengl.cpp:3298]: Checking for multi-sampling support: [gfx_opengl.cpp:3323]: MaxTextureWidth: 8192 [gfx_opengl.cpp:3324]: MaxTextureHeight: 8192 [graphicssettings.cpp:152]: 2 samples supported. [graphicssettings.cpp:152]: 4 samples supported. [graphicssettings.cpp:152]: 8 samples supported. [graphicssettings.cpp:152]: 16 samples supported. [graphicssettings.cpp:184]: Support for Anisotropic filtering found. [graphicssettings.cpp:187]: Max Anisotropic filtering supported: 16 [graphicssettings.cpp:188]: Anisotropic filtering set to: 4 [graphicssettings.cpp:726]: Using multisampling: 4 [graphicssettings.cpp:726]: Using multisampling: 4 [graphics.cpp:811]: Creating device with: HARDWARE_VERTEXPROCESSING Fullscreen=no Resolution=1000x600 [gfx_opengl.cpp:1033]: OpenGL Version: 3.0 Mesa 12.0.1 Supported Extensions: GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_framebuffer_sRGB GL_ARB_multitexture GL_EXT_framebuffer_sRGB GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_3DFX_texture_compression_FXT1 GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_occlusion_query GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_NV_depth_clamp GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_NV_primitive_restart GL_ARB_depth_clamp GL_ARB_fragment_program_shadow GL_ARB_half_float_pixel GL_ARB_occlusion_query2 GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_color_buffer_float GL_ARB_pixel_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_float GL_ARB_texture_rectangle GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_APPLE_object_purgeable GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_gpu_program_parameters GL_EXT_texture_array GL_EXT_texture_integer GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_OES_EGL_image GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_rg GL_ARB_texture_swizzle GL_ARB_vertex_array_bgra GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_debug_output GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_multisample GL_ARB_texture_query_lod GL_ARB_texture_rgb10_a2ui GL_ARB_uniform_buffer_object GL_ARB_vertex_type_2_10_10_10_rev GL_EXT_provoking_vertex GL_EXT_texture_snorm GL_MESA_texture_signed_rgba GL_NV_texture_barrier GL_ARB_get_program_binary GL_ARB_robustness GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_precision GL_ARB_texture_compression_bptc GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_shader_atomic_counters GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_texture_storage GL_ARB_transform_feedback_instanced GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_transform_feedback GL_AMD_shader_trinary_minmax GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_clear_buffer_object GL_ARB_compute_shader GL_ARB_copy_image GL_ARB_explicit_uniform_location GL_ARB_framebuffer_no_attachments GL_ARB_invalidate_subdata GL_ARB_program_interface_query GL_ARB_robust_buffer_access_behavior GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_stencil_texturing GL_ARB_texture_query_levels GL_ARB_texture_storage_multisample GL_ARB_texture_view GL_ARB_vertex_attrib_binding GL_KHR_debug GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_ARB_buffer_storage GL_ARB_clear_texture GL_ARB_internalformat_query2 GL_ARB_multi_bind GL_ARB_query_buffer_object GL_ARB_seamless_cubemap_per_texture GL_ARB_shader_draw_parameters GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_stencil8 GL_ARB_vertex_type_10f_11f_11f_rev GL_EXT_shader_integer_mix GL_ARB_clip_control GL_ARB_conditional_render_inverted GL_ARB_cull_distance GL_ARB_derivative_control GL_ARB_get_texture_sub_image GL_ARB_pipeline_statistics_query GL_ARB_shader_texture_image_samples GL_ARB_texture_barrier GL_EXT_polygon_offset_clamp GL_KHR_context_flush_control GL_KHR_robust_buffer_access_behavior GL_ARB_shader_clock GL_EXT_shader_samples_identical [graphicssettings.cpp:695]: Usable res: 2560 1440 59 [graphicssettings.cpp:695]: Usable res: 2048 1152 60 [graphicssettings.cpp:695]: Usable res: 1920 1200 59 [graphicssettings.cpp:695]: Usable res: 1920 1080 60 [graphicssettings.cpp:695]: Usable res: 1920 1080 59 [graphicssettings.cpp:695]: Usable res: 1920 1080 50 [graphicssettings.cpp:695]: Usable res: 1920 1080 30 [graphicssettings.cpp:695]: Usable res: 1920 1080 29 [graphicssettings.cpp:695]: Usable res: 1920 1080 25 [graphicssettings.cpp:695]: Usable res: 1920 1080 24 [graphicssettings.cpp:695]: Usable res: 1920 1080 23 [graphicssettings.cpp:695]: Usable res: 1680 1050 59 [graphicssettings.cpp:695]: Usable res: 1600 1200 60 [graphicssettings.cpp:695]: Usable res: 1280 1024 75 [graphicssettings.cpp:695]: Usable res: 1280 1024 60 [graphicssettings.cpp:695]: Usable res: 1280 720 60 [graphicssettings.cpp:695]: Usable res: 1280 720 59 [graphicssettings.cpp:695]: Usable res: 1280 720 50 [graphicssettings.cpp:695]: Usable res: 1200 960 59 [graphicssettings.cpp:695]: Usable res: 1152 864 75 [graphicssettings.cpp:695]: Usable res: 1024 768 75 [graphicssettings.cpp:695]: Usable res: 1024 768 60 [graphicssettings.cpp:695]: Usable res: 800 600 75 [graphicssettings.cpp:695]: Usable res: 800 600 60 [graphicssettings.cpp:695]: Usable res: 720 576 50 [graphicssettings.cpp:695]: Usable res: 720 480 60 [graphicssettings.cpp:695]: Usable res: 720 480 59 [graphicssettings.cpp:695]: Usable res: 720 400 70 [graphicssettings.cpp:695]: Usable res: 640 480 75 [graphicssettings.cpp:695]: Usable res: 640 480 60 [graphicssettings.cpp:695]: Usable res: 640 480 59 [graphics.cpp:844]: Done creating device. [graphicssettings.cpp:695]: Usable res: 2560 1440 59 [graphicssettings.cpp:695]: Usable res: 2048 1152 60 [graphicssettings.cpp:695]: Usable res: 1920 1200 59 [graphicssettings.cpp:695]: Usable res: 1920 1080 60 [graphicssettings.cpp:695]: Usable res: 1920 1080 59 [graphicssettings.cpp:695]: Usable res: 1920 1080 50 [graphicssettings.cpp:695]: Usable res: 1920 1080 30 [graphicssettings.cpp:695]: Usable res: 1920 1080 29 [graphicssettings.cpp:695]: Usable res: 1920 1080 25 [graphicssettings.cpp:695]: Usable res: 1920 1080 24 [graphicssettings.cpp:695]: Usable res: 1920 1080 23 [graphicssettings.cpp:695]: Usable res: 1680 1050 59 [graphicssettings.cpp:695]: Usable res: 1600 1200 60 [graphicssettings.cpp:695]: Usable res: 1280 1024 75 [graphicssettings.cpp:695]: Usable res: 1280 1024 60 [graphicssettings.cpp:695]: Usable res: 1280 720 60 [graphicssettings.cpp:695]: Usable res: 1280 720 59 [graphicssettings.cpp:695]: Usable res: 1280 720 50 [graphicssettings.cpp:695]: Usable res: 1200 960 59 [graphicssettings.cpp:695]: Usable res: 1152 864 75 [graphicssettings.cpp:695]: Usable res: 1024 768 75 [graphicssettings.cpp:695]: Usable res: 1024 768 60 [graphicssettings.cpp:695]: Usable res: 800 600 75 [graphicssettings.cpp:695]: Usable res: 800 600 60 [graphicssettings.cpp:695]: Usable res: 720 576 50 [graphicssettings.cpp:695]: Usable res: 720 480 60 [graphicssettings.cpp:695]: Usable res: 720 480 59 [graphicssettings.cpp:695]: Usable res: 720 400 70 [graphicssettings.cpp:695]: Usable res: 640 480 75 [graphicssettings.cpp:695]: Usable res: 640 480 60 [graphicssettings.cpp:695]: Usable res: 640 480 59 [main.cpp:1322]: EU4 Version Jun 3 2016 : 15:25:35 [main.cpp:1331]: Creating application... [graphicssettings.cpp:736]: Not using multisampling. [main.cpp:1385]: Initializing application... [eu4application.cpp:410]: Initializing application... [eu4application.cpp:412]: Done initializing application [eu4application.cpp:417]: Loading cursor... [eu4application.cpp:488]: Done loading cursor [eu4application.cpp:490]: Initializing sound... [eu4application.cpp:506]: Done initializing sound [eu4application.cpp:508]: Initializing graphics... [graphicssettings.cpp:736]: Not using multisampling. [graphics.cpp:811]: Creating device with: HARDWARE_VERTEXPROCESSING Fullscreen=yes RefreshRate=59 Resolution=2560x1440 [gfx_opengl.cpp:1033]: OpenGL Version: 3.0 Mesa 12.0.1 Supported Extensions: GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_framebuffer_sRGB GL_ARB_multitexture GL_EXT_framebuffer_sRGB GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_3DFX_texture_compression_FXT1 GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_occlusion_query GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_NV_depth_clamp GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_NV_primitive_restart GL_ARB_depth_clamp GL_ARB_fragment_program_shadow GL_ARB_half_float_pixel GL_ARB_occlusion_query2 GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_color_buffer_float GL_ARB_pixel_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_float GL_ARB_texture_rectangle GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_APPLE_object_purgeable GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_gpu_program_parameters GL_EXT_texture_array GL_EXT_texture_integer GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_OES_EGL_image GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_rg GL_ARB_texture_swizzle GL_ARB_vertex_array_bgra GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_debug_output GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_multisample GL_ARB_texture_query_lod GL_ARB_texture_rgb10_a2ui GL_ARB_uniform_buffer_object GL_ARB_vertex_type_2_10_10_10_rev GL_EXT_provoking_vertex GL_EXT_texture_snorm GL_MESA_texture_signed_rgba GL_NV_texture_barrier GL_ARB_get_program_binary GL_ARB_robustness GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_precision GL_ARB_texture_compression_bptc GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_shader_atomic_counters GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_texture_storage GL_ARB_transform_feedback_instanced GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_transform_feedback GL_AMD_shader_trinary_minmax GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_clear_buffer_object GL_ARB_compute_shader GL_ARB_copy_image GL_ARB_explicit_uniform_location GL_ARB_framebuffer_no_attachments GL_ARB_invalidate_subdata GL_ARB_program_interface_query GL_ARB_robust_buffer_access_behavior GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_stencil_texturing GL_ARB_texture_query_levels GL_ARB_texture_storage_multisample GL_ARB_texture_view GL_ARB_vertex_attrib_binding GL_KHR_debug GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_ARB_buffer_storage GL_ARB_clear_texture GL_ARB_internalformat_query2 GL_ARB_multi_bind GL_ARB_query_buffer_object GL_ARB_seamless_cubemap_per_texture GL_ARB_shader_draw_parameters GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_stencil8 GL_ARB_vertex_type_10f_11f_11f_rev GL_EXT_shader_integer_mix GL_ARB_clip_control GL_ARB_conditional_render_inverted GL_ARB_cull_distance GL_ARB_derivative_control GL_ARB_get_texture_sub_image GL_ARB_pipeline_statistics_query GL_ARB_shader_texture_image_samples GL_ARB_texture_barrier GL_EXT_polygon_offset_clamp GL_KHR_context_flush_control GL_KHR_robust_buffer_access_behavior GL_ARB_shader_clock GL_EXT_shader_samples_identical [graphicssettings.cpp:695]: Usable res: 2560 1440 59 [graphicssettings.cpp:695]: Usable res: 2048 1152 60 [graphicssettings.cpp:695]: Usable res: 1920 1200 59 [graphicssettings.cpp:695]: Usable res: 1920 1080 60 [graphicssettings.cpp:695]: Usable res: 1920 1080 59 [graphicssettings.cpp:695]: Usable res: 1920 1080 50 [graphicssettings.cpp:695]: Usable res: 1920 1080 30 [graphicssettings.cpp:695]: Usable res: 1920 1080 29 [graphicssettings.cpp:695]: Usable res: 1920 1080 25 [graphicssettings.cpp:695]: Usable res: 1920 1080 24 [graphicssettings.cpp:695]: Usable res: 1920 1080 23 [graphicssettings.cpp:695]: Usable res: 1680 1050 59 [graphicssettings.cpp:695]: Usable res: 1600 1200 60 [graphicssettings.cpp:695]: Usable res: 1280 1024 75 [graphicssettings.cpp:695]: Usable res: 1280 1024 60 [graphicssettings.cpp:695]: Usable res: 1280 720 60 [graphicssettings.cpp:695]: Usable res: 1280 720 59 [graphicssettings.cpp:695]: Usable res: 1280 720 50 [graphicssettings.cpp:695]: Usable res: 1200 960 59 [graphicssettings.cpp:695]: Usable res: 1152 864 75 [graphicssettings.cpp:695]: Usable res: 1024 768 75 [graphicssettings.cpp:695]: Usable res: 1024 768 60 [graphicssettings.cpp:695]: Usable res: 800 600 75 [graphicssettings.cpp:695]: Usable res: 800 600 60 [graphicssettings.cpp:695]: Usable res: 720 576 50 [graphicssettings.cpp:695]: Usable res: 720 480 60 [graphicssettings.cpp:695]: Usable res: 720 480 59 [graphicssettings.cpp:695]: Usable res: 720 400 70 [graphicssettings.cpp:695]: Usable res: 640 480 75 [graphicssettings.cpp:695]: Usable res: 640 480 60 [graphicssettings.cpp:695]: Usable res: 640 480 59 [graphics.cpp:844]: Done creating device. [eu4application.cpp:584]: Done initializing graphics [main.cpp:1425]: Running application... Let me know what more I can provide.
Created attachment 125106 [details] Seemingly correct software rendering
Created attachment 125107 [details] Worse incorrect rendering with the intel driver when setting maxanisotropy=16
Another bit of information I should have provided, I am using a core i7 6700K. Extended renderer info (GLX_MESA_query_renderer): Vendor: Intel Open Source Technology Center (0x8086) Device: Mesa DRI Intel(R) HD Graphics 530 (Skylake GT2) (0x1912) Version: 12.0.1 Accelerated: yes Video memory: 3072MB Unified memory: yes Preferred profile: core (0x1) Max core profile version: 4.3 Max compat profile version: 3.0 Max GLES1 profile version: 1.1 Max GLES[23] profile version: 3.1
The issue still occurs on recent mesa version from git. We will be working on this issue at StreamComputing.
There are two different bugs/issues here: 1) Artefacts looking like stretched textures (for example, between mountains and plains) 2) Low detail of the terrain 1) Artefacts looking like stretched textures (for example, between mountains and plains): https://drive.google.com/open?id=0B1fY17pW39ZecW5DeWhnaGtrNHc These artefacts are visible only when anisotropic filtering is turned on (for example, maxanisotropy=4 in ~/.local/share/Paradox Interactive/Europa Universalis IV/settings.txt). The reason is the same as in "95530 - Stellaris - colored overlay of sectors doesn't render on i965" (see https://bugs.freedesktop.org/show_bug.cgi?id=95530#c11): The shader needs exact (unfiltered) values from a special texture with terrain type ids. But i965 driver disables GL_NEAREST filtering (and enables anisotropic) when GL_TEXTURE_MAX_ANISOTROPY_EXT > 1. The patch https://bugs.freedesktop.org/attachment.cgi?id=123400 fixes this: https://drive.google.com/open?id=0B1fY17pW39Zea1JfN09wa24xVEU It also improves UI rendering slightly, because it uses GL_NEAREST too. 2) Low detail of the terrain First, we used a trace created using i965 driver (the "ugly" trace). This trace works same for i965, radeonsi, llvmpipe: low details, artefacts between tiles (vertical and horizontal lines). Then we used the trace created using radeonsi (the "good" trace) and noticed that it works same for i965, radeonsi, llvmpipe: high details, bump-mapping, no artefacts. Th only difference between "good" and "ugly" traces is in shaders code: The "ugly" has: #define NO_SHADER_TEXTURE_LOD (texture2D is used in this case) The "good" has: #extension GL_ARB_shader_texture_lod : enable (texture2DLod is used) For some reason the game does not enable texture_lod extension for Intel driver. But GL_ARB_shader_texture_lod is supported by the i965 driver! We "hacked" gfx/FX/defines_glsl.fxh by adding these code: #undef NO_SHADER_TEXTURE_LOD #extension GL_ARB_shader_texture_lod : enable This forces the shader to use the "good" variant. Everything looks ok (high details, bump-mapping, no artefacts): https://drive.google.com/open?id=0B1fY17pW39ZeRWJlbWlXbXpyZFU Perhaps the game developers encountered some issues with Intel drivers before or there are issues in some other places of the game (but I can't see them). Kind regards, Stream HPC Team https://streamhpc.com/
I have verified the patch above and sent it to the list: https://patchwork.freedesktop.org/patch/162171/
fixed by 6a7c5257cac23cd9767aa4bc8fdab68925b11157
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