Created attachment 129084 [details]
Picture showcasing issue. Bars should always be rectangles.
In game there are often bars to represent loading percentage, unit morale, etc. They render fine at 100%, but once combat or sieging drops them to a lower value, they begin rendering insanely and it is impossible to tell how full the bar actually is just by looking at it. Picture attached showcasing issue. The game renders correctly in AMDGPU-PRO.
Can you try recording an apitrace which reproduces the issue? Thanks!
You can see the issue in the progress bar on the main loading screen:
The game requests a compatibility profile but its using OpenGL features from 3.1+. Overriding the version doesn't fix the issue, so may be related, may not.
(In reply to Timothy Arceri from comment #3)
> The game requests a compatibility profile but its using OpenGL features from
> 3.1+. Overriding the version doesn't fix the issue, so may be related, may
Umm. I'm not sure what made me think this is using 3.1+ but I don't think that is correct.
Also running the trace on i965 produces correct output.
Running Mesa master with llvm 3.8 (instead of 5.0 from git) resolves the problem.
(In reply to Timothy Arceri from comment #5)
> Running Mesa master with llvm 3.8 (instead of 5.0 from git) resolves the
Be aware that llvm 3.8 degrades OpenGL support for radeonsi. Just check your glxinfo output.
Bisected the llvm regression to a change in llvm 4.0
Author: James Molloy <firstname.lastname@example.org>
Date: Thu Sep 1 10:44:35 2016 +0000
[SimplifyCFG] Change the algorithm in SinkThenElseCodeToEnd
However the output from R600_DEBUG=vs,fs is identical apart from the value of code_size reported for one of the shaders.
Adding llvm bug report.
A possible fix here https://reviews.llvm.org/D30609.
Just pushed a workaround for this issue in Mesa.
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