https://bugs.freedesktop.org/show_bug.cgi?id=93292
--- Comment #8 from Jan-Marek Glogowski glogow@fbihome.de --- working command line with patch to get the shader log: R600_SB_DSKIP_START=94 R600_SB_DSKIP_END=94 R600_SB_DSKIP_MODE=63 glretrace thea.trace
working command line without the patch to verify shader bug: R600_SB_DSKIP_START=94 R600_SB_DSKIP_END=94 R600_SB_DSKIP_MODE=1 glretrace thea.trace
In the end I'm just using the llvm backend (R600_DEBUG=llvm). I just see a minimal difference on this HW in game of ~0.5 frames (slower LLVM). Actually I had other small rendering glitches with the SB shader backend, which I didn't track down.
(In reply to Ilia Mirkin from comment #2)
In case it's of any interest, I tested this on nouveau -- on nvc0 (GF108) the trace replays seemingly fine. On nv50 (GT215), I also get a failure on the map screen, but it's different -- everything is drawn except the background, so it appears as though it's all black(ish), with trees/etc drawn over it.
The original (large) apitrace had ambient occlusion (AO) activated AFAIK, but I deleted it, so I don't know. AO was fixed for me with a patch in the last week. As my hardware is already slow (just 15fps in the game), enabling this renders the game unplayable, but now I get soft shadows at the price of ~50% frame drop.