https://bugs.freedesktop.org/show_bug.cgi?id=95528
Bug ID: 95528 Summary: BioShock issues on Tonga Product: Mesa Version: git Hardware: Other OS: All Status: NEW Severity: normal Priority: medium Component: Drivers/Gallium/radeonsi Assignee: dri-devel@lists.freedesktop.org Reporter: mike@fireburn.co.uk QA Contact: dri-devel@lists.freedesktop.org
Hi
I've been having issues starting the game with high settings at 4k resolution on Tonga, at lower settings I'm seeing graphical glitches https://www.youtube.com/watch?v=ZyKjahCamLQ
If I start the game in low settings and turn up the settings the game freezes up (I've also had the same issues with high settings on DiRT)
I'm running agd5f's drm-next-4.8-wip branch, I've also tried with kernel 4.5 & 4.6
The issue goes away if I'm running llvm-3.8 & Mesa 11.2.2 or running llvm-3.8 with Mesa-git, I can't compile Mesa 11.2.2 with llvm-git
This is a prime system Skylake/Tonga - I don't have any issues starting these games on Skylake or see any graphical glitches (of course the game is very slow with these settings)
I think these are the same issues that were spotted on Phoronix too
Once the apitrace is uploaded I'll post the link
https://bugs.freedesktop.org/show_bug.cgi?id=95528
Mike Lothian mike@fireburn.co.uk changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |mike@fireburn.co.uk
--- Comment #1 from Mike Lothian mike@fireburn.co.uk --- Created attachment 123970 --> https://bugs.freedesktop.org/attachment.cgi?id=123970&action=edit Settings that wouldn't allow the game to start with radeonsi (Page 1)
https://bugs.freedesktop.org/show_bug.cgi?id=95528
--- Comment #2 from Mike Lothian mike@fireburn.co.uk --- Created attachment 123971 --> https://bugs.freedesktop.org/attachment.cgi?id=123971&action=edit Settings that wouldn't allow the game to start with radeonsi (Page 2)
https://bugs.freedesktop.org/show_bug.cgi?id=95528
--- Comment #3 from Mike Lothian mike@fireburn.co.uk --- To clarify, when the settings are too high, the same starts and plays the intro videos but at the point where the cursor normally appears and the main menu is shown, the screen just remains black. I can switch out of the app but I can't kill the process. The only way to stop it is to restart the machine - the graphics card remains powered
https://bugs.freedesktop.org/show_bug.cgi?id=95528
--- Comment #4 from Mike Lothian mike@fireburn.co.uk --- Trace taken with Apitrace 7.1 can be downloaded from https://drive.google.com/file/d/0BySKFkadlRnpOC04aEJCNGNKeVk/view?usp=sharin...
https://bugs.freedesktop.org/show_bug.cgi?id=95528
--- Comment #5 from Michel Dänzer michel@daenzer.net --- If you replay the apitrace, does it produce exactly the same visuals and other symptoms as when playing the game itself? I get what looks like essentially random vertices all over the place, which might indicate that something went wrong when capturing the apitrace. Maybe try setting the environment variable MESA_EXTENSION_OVERRIDE="-GL_ARB_buffer_storage" for capturing the apitrace.
https://bugs.freedesktop.org/show_bug.cgi?id=95528
--- Comment #6 from Mike Lothian mike@fireburn.co.uk --- No it doesn't play correctly when I try and reply it:
fireburn@axion ~/.steam/steam/steamapps/common/BioShock Infinite $ DRI_PRIME=1 apitrace replay bioshock.i386.trace 90247: message: major api error 1: GL_INVALID_ENUM in glTexImage2DMultisample(internalformat=GL_RGB9_E5) 90247 @0 glTexImage2DMultisample(target = GL_TEXTURE_2D_MULTISAMPLE, samples = 2, internalformat = GL_RGB9_E5, width = 32, height = 32, fixedsamplelocations = GL_TRUE) 90247: warning: glGetError(glTexImage2DMultisample) = GL_INVALID_ENUM error: drawable failed to resize: expected 3840x2160, got 128x128 96564: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 16 Code Size: 76 LDS: 0 Scratch: 0 Max Waves: 10 96564: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 15 Code Size: 48 LDS: 0 Scratch: 0 Max Waves: 10 96564: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 15 Code Size: 84 LDS: 0 Scratch: 0 Max Waves: 10 97093: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 16 Code Size: 96 LDS: 0 Scratch: 0 Max Waves: 10 97093: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 15 Code Size: 324 LDS: 0 Scratch: 0 Max Waves: 10 97168: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 8 Code Size: 104 LDS: 0 Scratch: 0 Max Waves: 10 97168: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 15 Code Size: 84 LDS: 0 Scratch: 0 Max Waves: 10 122187: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 15 Code Size: 108 LDS: 0 Scratch: 0 Max Waves: 10 122493: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 15 Code Size: 68 LDS: 0 Scratch: 0 Max Waves: 10 140291: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 15 Code Size: 32 LDS: 0 Scratch: 0 Max Waves: 10 140404: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1276 LDS: 0 Scratch: 0 Max Waves: 9 140404: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 15 Code Size: 608 LDS: 0 Scratch: 0 Max Waves: 10 140477: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 16 Code Size: 780 LDS: 0 Scratch: 0 Max Waves: 10 140528: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1324 LDS: 0 Scratch: 0 Max Waves: 9 140528: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 15 Code Size: 688 LDS: 0 Scratch: 0 Max Waves: 10 140625: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 48 Code Size: 1536 LDS: 0 Scratch: 0 Max Waves: 5 140625: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 800 LDS: 0 Scratch: 0 Max Waves: 10 140712: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 48 Code Size: 1556 LDS: 0 Scratch: 0 Max Waves: 5 140761: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 48 Code Size: 1556 LDS: 0 Scratch: 0 Max Waves: 5 140761: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 844 LDS: 0 Scratch: 0 Max Waves: 10 140932: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1276 LDS: 0 Scratch: 0 Max Waves: 9 140932: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 976 LDS: 0 Scratch: 0 Max Waves: 10 142120: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 48 Code Size: 1536 LDS: 0 Scratch: 0 Max Waves: 5 142120: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 800 LDS: 0 Scratch: 0 Max Waves: 10 142593: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 48 Code Size: 1512 LDS: 0 Scratch: 0 Max Waves: 5 143799: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1300 LDS: 0 Scratch: 0 Max Waves: 9 143799: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 764 LDS: 0 Scratch: 0 Max Waves: 10 143858: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1300 LDS: 0 Scratch: 0 Max Waves: 9 143858: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 800 LDS: 0 Scratch: 0 Max Waves: 10 143952: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 36 Code Size: 1940 LDS: 0 Scratch: 0 Max Waves: 7 143952: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 16 Code Size: 848 LDS: 0 Scratch: 0 Max Waves: 10 143984: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1240 LDS: 0 Scratch: 0 Max Waves: 9 143984: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 15 Code Size: 608 LDS: 0 Scratch: 0 Max Waves: 10 144047: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 808 LDS: 0 Scratch: 0 Max Waves: 10 144119: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 40 Code Size: 2236 LDS: 0 Scratch: 0 Max Waves: 6 144119: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 16 Code Size: 788 LDS: 0 Scratch: 0 Max Waves: 10 144183: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1300 LDS: 0 Scratch: 0 Max Waves: 9 144183: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 800 LDS: 0 Scratch: 0 Max Waves: 10 144212: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 15 Code Size: 652 LDS: 0 Scratch: 0 Max Waves: 10 144305: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1324 LDS: 0 Scratch: 0 Max Waves: 9 144305: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 844 LDS: 0 Scratch: 0 Max Waves: 10 144406: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1276 LDS: 0 Scratch: 0 Max Waves: 9 144406: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 16 Code Size: 804 LDS: 0 Scratch: 0 Max Waves: 10 144461: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1324 LDS: 0 Scratch: 0 Max Waves: 9 144461: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 16 Code Size: 780 LDS: 0 Scratch: 0 Max Waves: 10 144579: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 15 Code Size: 608 LDS: 0 Scratch: 0 Max Waves: 10 145058: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 32 Code Size: 1384 LDS: 0 Scratch: 0 Max Waves: 8 145058: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1036 LDS: 0 Scratch: 0 Max Waves: 9 145191: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1300 LDS: 0 Scratch: 0 Max Waves: 9 145297: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1300 LDS: 0 Scratch: 0 Max Waves: 9 145297: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 800 LDS: 0 Scratch: 0 Max Waves: 10 145447: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 844 LDS: 0 Scratch: 0 Max Waves: 10 145563: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 764 LDS: 0 Scratch: 0 Max Waves: 10 146233: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1276 LDS: 0 Scratch: 0 Max Waves: 9 146233: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 888 LDS: 0 Scratch: 0 Max Waves: 10 146321: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1276 LDS: 0 Scratch: 0 Max Waves: 9 146321: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 16 Code Size: 816 LDS: 0 Scratch: 0 Max Waves: 10 146372: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 15 Code Size: 644 LDS: 0 Scratch: 0 Max Waves: 10 146545: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 836 LDS: 0 Scratch: 0 Max Waves: 10 146740: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 36 Code Size: 1984 LDS: 0 Scratch: 0 Max Waves: 7 146740: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 24 Code Size: 960 LDS: 0 Scratch: 0 Max Waves: 10 147073: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 32 Code Size: 1396 LDS: 0 Scratch: 0 Max Waves: 8 147192: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 764 LDS: 0 Scratch: 0 Max Waves: 10 147535: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 908 LDS: 0 Scratch: 0 Max Waves: 10 147699: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1228 LDS: 0 Scratch: 0 Max Waves: 9 147699: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 24 Code Size: 648 LDS: 0 Scratch: 0 Max Waves: 10 147753: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1252 LDS: 0 Scratch: 0 Max Waves: 9 147753: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 24 Code Size: 580 LDS: 0 Scratch: 0 Max Waves: 10 147803: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1228 LDS: 0 Scratch: 0 Max Waves: 9 147803: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 556 LDS: 0 Scratch: 0 Max Waves: 10 147856: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1228 LDS: 0 Scratch: 0 Max Waves: 9 147856: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 24 Code Size: 648 LDS: 0 Scratch: 0 Max Waves: 10 147910: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1252 LDS: 0 Scratch: 0 Max Waves: 9 147910: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 24 Code Size: 580 LDS: 0 Scratch: 0 Max Waves: 10 147992: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1276 LDS: 0 Scratch: 0 Max Waves: 9 147992: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 588 LDS: 0 Scratch: 0 Max Waves: 10 148072: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1512 LDS: 0 Scratch: 0 Max Waves: 9 148072: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 15 Code Size: 472 LDS: 0 Scratch: 0 Max Waves: 10 148321: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1560 LDS: 0 Scratch: 0 Max Waves: 9 148321: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 15 Code Size: 552 LDS: 0 Scratch: 0 Max Waves: 10 148396: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1536 LDS: 0 Scratch: 0 Max Waves: 9 148396: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 664 LDS: 0 Scratch: 0 Max Waves: 10 148447: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1536 LDS: 0 Scratch: 0 Max Waves: 9 148447: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 15 Code Size: 508 LDS: 0 Scratch: 0 Max Waves: 10 148528: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 32 Code Size: 1628 LDS: 0 Scratch: 0 Max Waves: 8 148528: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 896 LDS: 0 Scratch: 0 Max Waves: 9 148599: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 72 Code Size: 2476 LDS: 0 Scratch: 0 Max Waves: 3 148599: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 664 LDS: 0 Scratch: 0 Max Waves: 10 148659: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 72 Code Size: 2476 LDS: 0 Scratch: 0 Max Waves: 3 148659: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 24 Code Size: 700 LDS: 0 Scratch: 0 Max Waves: 10 148746: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1560 LDS: 0 Scratch: 0 Max Waves: 9 148746: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 15 Code Size: 552 LDS: 0 Scratch: 0 Max Waves: 10 148809: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1512 LDS: 0 Scratch: 0 Max Waves: 9 148809: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 644 LDS: 0 Scratch: 0 Max Waves: 10 148873: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 40 Code Size: 2236 LDS: 0 Scratch: 0 Max Waves: 6 148873: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 16 Code Size: 700 LDS: 0 Scratch: 0 Max Waves: 10 148927: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 28 Code Size: 1276 LDS: 0 Scratch: 0 Max Waves: 9 148927: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 16 Code Size: 716 LDS: 0 Scratch: 0 Max Waves: 10 149008: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 36 Code Size: 1620 LDS: 0 Scratch: 0 Max Waves: 7 149008: message: shader compiler issue 2: Shader Stats: SGPRS: 80 VGPRS: 20 Code Size: 820 LDS: 0 Scratch: 0 Max Waves: 10 149131: message: shader compiler issue 2: too many identical messages; ignoring Rendered 627 frames in 26.0544 secs, average of 24.065 fps
https://bugs.freedesktop.org/show_bug.cgi?id=95528
--- Comment #7 from Mike Lothian mike@fireburn.co.uk --- I tried re-recording with MESA_EXTENSION_OVERRIDE="-GL_ARB_buffer_storage" but where the main menu would normally appear, the screen turned white with small coloured dots
Would you like me to try and record with i965 and replay on radeonsi to see if the same issue still happens?
https://bugs.freedesktop.org/show_bug.cgi?id=95528
Jan Ziak 0xe2.0x9a.0x9b@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Summary|BioShock issues on Tonga |BioShock Infinite issues on | |Tonga
https://bugs.freedesktop.org/show_bug.cgi?id=95528
Jan Ziak 0xe2.0x9a.0x9b@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Summary|BioShock Infinite issues on |BioShock Infinite issues on |Tonga |Tonga/Hawaii
--- Comment #8 from Jan Ziak 0xe2.0x9a.0x9b@gmail.com --- R9 390:
- The game has no problems starting at 1080p resolution with any in-game preset setting
- There are graphical glitches (flags and mirrors)
The rendering glitches seem to be purely a LLVM_3.9-related issue.
https://bugs.freedesktop.org/show_bug.cgi?id=95528
--- Comment #9 from Vedran Miletić vedran@miletic.net --- Discussed on #radeon, couldn't reproduce on Tonga:
01:00.0 VGA compatible controller [0300]: Advanced Micro Devices, Inc. [AMD/ATI] Tonga XT / Amethyst XT [Radeon R9 380X / R9 M295X] [1002:6938] (rev f1)
https://bugs.freedesktop.org/show_bug.cgi?id=95528
--- Comment #10 from Arek Ruśniak arek.rusi@gmail.com --- (In reply to Jan Ziak from comment #8)
R9 390:
- The game has no problems starting at 1080p resolution with any in-game
preset setting
- There are graphical glitches (flags and mirrors)
The rendering glitches seem to be purely a LLVM_3.9-related issue.
Hi, I have the same problem on SI (verde). Should I open new raport?
Problem has started since llvm-r266378
--- r266378 | arsenm | 2016-04-14 23:58:24 AMDGPU: Run SIFoldOperands after PeepholeOptimizer
PeepholeOptimizer cleans up redundant copies, which makes the operand folding more effective. ---
https://bugs.freedesktop.org/show_bug.cgi?id=95528
Vedran Miletić vedran@miletic.net changed:
What |Removed |Added ---------------------------------------------------------------------------- Summary|BioShock Infinite issues on |BioShock Infinite graphical |Tonga/Hawaii |glitches on radeonsi CC| |vedran@miletic.net
--- Comment #11 from Vedran Miletić vedran@miletic.net --- I updated the bug summary. Thanks for providing the info.
https://bugs.freedesktop.org/show_bug.cgi?id=95528
--- Comment #12 from Mike Lothian mike@fireburn.co.uk --- Created attachment 124673 --> https://bugs.freedesktop.org/attachment.cgi?id=124673&action=edit Patch of the revert of D19091
This patch is the reversion of D19091
Which fixes the issue for me - the graphical glitches are gone
https://bugs.freedesktop.org/show_bug.cgi?id=95528
Michel Dänzer michel@daenzer.net changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |arsenm2@gmail.com
--- Comment #13 from Michel Dänzer michel@daenzer.net --- Matt, any ideas?
https://bugs.freedesktop.org/show_bug.cgi?id=95528
--- Comment #14 from Daniel Scharrer daniel@constexpr.org --- Created attachment 124721 --> https://bugs.freedesktop.org/attachment.cgi?id=124721&action=edit Trimmed R600_DEBUG=vs,ps output & shader GL calls with LLVM r273782
I could not record an apitrace (game hangs before getting to the main menu, possibly performance related), but I was able to dump the shaders and narrow down (some of) the affected ones.
The game uses two passes to render the flags and banners: The first pass (possibly a z prepass?) uses pipeline=20 in the attached logs (vertex shader=73, program=74; fragment shader=89, program=90).
The second pass is depth-tested against the results of the first, but uses different shaders - pipeline=105 (vertex shader=383 program=384; fragment shader=381, program=382).
With LLVM r266378 reverted, the results of the two passes line up, with current LLVM they do not causing the z-fighting visible in the video linked in the bug description. Even when disabling the depth test in the second pass, there are still visible parts of "white" background so this is a) most likely an issue with one of the vertex shaders and b) not just a depth precision issue. You can also see this by looking closely at the flags in the video - the while (holes punched by the z-prepass) and textured parts sway differently.
Since the game compiles an enormous amount of shaders on startup, the full R600_DEBUG=cs,vs,tcs,tes,gs,ps output is quite large - I have attached a trimmed output that only contains the two vertex/fragment shader pairs used for the banners. The full logs are available at: http://constexpr.org/tmp/bioshockinfinite-bad.log (20 MiB) http://constexpr.org/tmp/bioshockinfinite-good.log (21 MiB)
https://bugs.freedesktop.org/show_bug.cgi?id=95528
--- Comment #15 from Daniel Scharrer daniel@constexpr.org --- Created attachment 124722 --> https://bugs.freedesktop.org/attachment.cgi?id=124722&action=edit Trimmed R600_DEBUG=vs,ps output & shader GL calls with LLVM r273782, but with r266378 reverted
https://bugs.freedesktop.org/show_bug.cgi?id=95528
--- Comment #16 from Mike Lothian mike@fireburn.co.uk --- The revert nolong applied cleanly since "CodeGen: Use MachineInstr& in TargetInstrInfo, NFC"
git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@274189 91177308-0d34-0410-b5e6-96231b3b80d8
Is there any chance you could revert the original change until a fix can be found for the regression
https://bugs.freedesktop.org/show_bug.cgi?id=95528
--- Comment #17 from Matt Arsenault arsenm2@gmail.com --- This is going to be a pre-existing bug. Can you narrow it down to a particular shader? I'm not familiar with debugging graphics
https://bugs.freedesktop.org/show_bug.cgi?id=95528
--- Comment #18 from Matt Arsenault arsenm2@gmail.com --- (In reply to Matt Arsenault from comment #17)
This is going to be a pre-existing bug. Can you narrow it down to a particular shader? I'm not familiar with debugging graphics
I didn't notice the second trimmed set
https://bugs.freedesktop.org/show_bug.cgi?id=95528
Mike Lothian mike@fireburn.co.uk changed:
What |Removed |Added ---------------------------------------------------------------------------- Resolution|--- |FIXED Status|NEW |RESOLVED
--- Comment #19 from Mike Lothian mike@fireburn.co.uk --- D21961 which isn't currently in llvm master fixes the issue for me
https://bugs.freedesktop.org/show_bug.cgi?id=95528
--- Comment #20 from Mike Lothian mike@fireburn.co.uk --- I have a feeling https://reviews.llvm.org/D22032 fixed the issue where I could run the game at Ultra settings, certainly one of the changes in the last two days has fixed it for me
dri-devel@lists.freedesktop.org