bugzilla-daemon at freedesktop.org
2015-Jul-06 17:01 UTC
[Nouveau] [Bug 91247] New: Tomb Raider: Underworld renders lots of artefacts on models and objects
https://bugs.freedesktop.org/show_bug.cgi?id=91247
Bug ID: 91247
Summary: Tomb Raider: Underworld renders lots of artefacts on
models and objects
Product: Mesa
Version: git
Hardware: Other
OS: All
Status: NEW
Severity: normal
Priority: medium
Component: Drivers/DRI/nouveau
Assignee: nouveau at lists.freedesktop.org
Reporter: gyebro69 at gmail.com
QA Contact: nouveau at lists.freedesktop.org
Created attachment 116980
--> https://bugs.freedesktop.org/attachment.cgi?id=116980&action=edit
screenshot showing the problem
Character models and certain objects in the game have lots of flickering
artefacts.
No artefacts with llvmpipe, the Nvidia binary driver also renders models
correctly.Disabling shader optimization doesn't help.
I see lots of these warnings in the terminal:>WARNING: out of code space, evicting all shaders.
and>WARNING: value %505 not uniquely defined
>WARNING: value %440 not uniquely defined
>WARNING: value %503 not uniquely defined
>...
Trace (uncompressed 350 MB):
https://drive.google.com/open?id=0B-tTbLKBl-tOOWhES3ZJaGlHeXc
Fedora 22 32-bit
VGA compatible controller: NVIDIA Corporation G92 [GeForce GTS 250] (rev a2)
(prog-if 00 [VGA controller])
Kernel 4.0.6-300.fc22.i686+PAE
libdrm, nouveau ddx, Mesa from git
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bugzilla-daemon at freedesktop.org
2015-Jul-06 17:22 UTC
[Nouveau] [Bug 91247] Tomb Raider: Underworld renders lots of artefacts on models and objects
https://bugs.freedesktop.org/show_bug.cgi?id=91247
--- Comment #1 from Ilia Mirkin <imirkin at alum.mit.edu> ---
Early analysis makes it seem like the issue is with face culling or depth
tests. The colors you see on the model are the background color on which the
model is drawn (Or not drawn, as the case might be.) Both depth test and
front-face culling are enabled.
The frag shaders being used to draw it are *crazy* long, they're all like
if (bool) { bunch o' code }
if (other bool) { bunch o' code }
if (third bool) { bunch o' code }
and so on. I guess they were written with the assumption that the programs
would be compiled with the bools known ahead of time and only have one or two
of the bunches o' code. Oh well. But they're generally simple... Could
still be
an error in the frag shaders though, should try replacing them with just
writing a solid color. Hopefully qapitrace makes that possible.
This issue reproduces on both nvc0 and nv50.
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bugzilla-daemon at freedesktop.org
2015-Jul-15 03:30 UTC
[Nouveau] [Bug 91247] Tomb Raider: Underworld renders lots of artefacts on models and objects
https://bugs.freedesktop.org/show_bug.cgi?id=91247 --- Comment #2 from Ilia Mirkin <imirkin at alum.mit.edu> --- Created attachment 117125 --> https://bugs.freedesktop.org/attachment.cgi?id=117125&action=edit vert shader at failing call OK, so in my trimmed trace, http://people.freedesktop.org/~imirkin/traces/tru-trim.trace.xz it seems like things start going wrong on API call 424136 (I ran apitrace dump-images with '*/draw' and then did the diff-images thing). Coincidentally, right before this happens, it does glDepthFunc(GL_EQUAL) [which is *nuts*] and glDepthRange(0, 0.98). I need to see if nuking that glDepthRange call causes llvmpipe to generate the same image for that draw call. Also see if there are any funny depth-related bits we know about... ugh. Still bothering me is that apitrace is returning broken-looking depth surfaces. The previous draws all had glDepthRange(0.98, 1)... coincidence? And the shader will end up generating very negative z values, which will map to a depth range of 0.98 I guess? -- You are receiving this mail because: You are the QA Contact for the bug. You are the assignee for the bug. -------------- next part -------------- An HTML attachment was scrubbed... URL: <http://lists.freedesktop.org/archives/nouveau/attachments/20150715/75181630/attachment.html>
bugzilla-daemon at freedesktop.org
2015-Jul-15 03:44 UTC
[Nouveau] [Bug 91247] Tomb Raider: Underworld renders lots of artefacts on models and objects
https://bugs.freedesktop.org/show_bug.cgi?id=91247 --- Comment #3 from Ilia Mirkin <imirkin at alum.mit.edu> --- Erm, make that call 390980. Everything else I said applies. There are even earlier differences in 377128 and the draws that follow, but they seem like minor lighting differences between llvmpipe and nvc0. -- You are receiving this mail because: You are the QA Contact for the bug. You are the assignee for the bug. -------------- next part -------------- An HTML attachment was scrubbed... URL: <http://lists.freedesktop.org/archives/nouveau/attachments/20150715/3e881f07/attachment.html>
bugzilla-daemon at freedesktop.org
2016-Jun-17 18:36 UTC
[Nouveau] [Bug 91247] Tomb Raider: Underworld renders lots of artefacts on models and objects
https://bugs.freedesktop.org/show_bug.cgi?id=91247
Béla Gyebrószki <gyebro69 at gmail.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
CC| |gyebro69 at gmail.com
--- Comment #4 from Béla Gyebrószki <gyebro69 at gmail.com> ---
I think this bug affects Deus Ex: Human Revolution as well, where characters,
weapons, doors have those flashing artifacts on them.
DeusEx HR trace (uncompressed 296M):
https://drive.google.com/open?id=0B-tTbLKBl-tOS0pFV0pVd19vQW8
OpenGL vendor string: nouveau
OpenGL renderer string: Gallium 0.4 on NV106
OpenGL core profile version string: 4.3 (Core Profile) Mesa 12.1.0-devel
(git-5a64549)
OpenGL core profile shading language version string: 4.30
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bugzilla-daemon at freedesktop.org
2016-Jun-18 16:07 UTC
[Nouveau] [Bug 91247] Tomb Raider: Underworld renders lots of artefacts on models and objects
https://bugs.freedesktop.org/show_bug.cgi?id=91247 --- Comment #5 from Samuel Pitoiset <samuel.pitoiset at gmail.com> --- Confirmed, I can reproduce the issue on my GF119. Unfortunately, it still not fixed but I will have a look at some point. Thanks for reporting. -- You are receiving this mail because: You are the QA Contact for the bug. You are the assignee for the bug. -------------- next part -------------- An HTML attachment was scrubbed... URL: <https://lists.freedesktop.org/archives/nouveau/attachments/20160618/a84a4e35/attachment.html>
bugzilla-daemon at freedesktop.org
2016-Jun-21 04:49 UTC
[Nouveau] [Bug 91247] Tomb Raider: Underworld renders lots of artefacts on models and objects
https://bugs.freedesktop.org/show_bug.cgi?id=91247 --- Comment #6 from Ilia Mirkin <imirkin at alum.mit.edu> --- For the deus ex trace, the first bad shader is 3355374. The newly-built/used vertex shader (linked into program 5098) does look a LOT like the one from TR:U, but not 100% identical. Should probably double-check whether 3348622 and 3348662 check out - perhaps the differences were too small for retracediff.py to care. But those happen around another glDepthRange() call. -- You are receiving this mail because: You are the assignee for the bug. You are the QA Contact for the bug. -------------- next part -------------- An HTML attachment was scrubbed... URL: <https://lists.freedesktop.org/archives/nouveau/attachments/20160621/9a4a1dcf/attachment.html>
bugzilla-daemon at freedesktop.org
2017-Jan-15 21:17 UTC
[Nouveau] [Bug 91247] Tomb Raider: Underworld renders lots of artefacts on models and objects
https://bugs.freedesktop.org/show_bug.cgi?id=91247
Ilia Mirkin <imirkin at alum.mit.edu> changed:
What |Removed |Added
----------------------------------------------------------------------------
Resolution|--- |FIXED
Status|NEW |RESOLVED
--- Comment #7 from Ilia Mirkin <imirkin at alum.mit.edu> ---
These rendering artifacts appear to magically be gone on Mesa 13.0.3. I
haven't
done a reverse bisect to see what fixed it.
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bugzilla-daemon at freedesktop.org
2017-Jan-15 22:36 UTC
[Nouveau] [Bug 91247] Tomb Raider: Underworld renders lots of artefacts on models and objects
https://bugs.freedesktop.org/show_bug.cgi?id=91247
--- Comment #8 from Ilia Mirkin <imirkin at alum.mit.edu> ---
OK, I did the bisect. It was commit
commit b04ef3c08a288a5857349c9e582ee2718fa562f7
Author: Kenneth Graunke <kenneth at whitecape.org>
Date: Fri May 30 23:52:22 2014 -0700
glsl: Immediately inline built-ins rather than generating calls.
that fixed it. That means that this was some kind of nv50/ir compiler bug which
has gotten hidden away. Urgh :(
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bugzilla-daemon at freedesktop.org
2017-Jan-17 06:14 UTC
[Nouveau] [Bug 91247] Tomb Raider: Underworld renders lots of artefacts on models and objects
https://bugs.freedesktop.org/show_bug.cgi?id=91247 --- Comment #9 from Ilia Mirkin <imirkin at alum.mit.edu> --- FWIW I did determine that it was the previously attached vertex shader that was at fault. However comparing the two versions (before and after the patch that "fixed" it), I didn't see any apparent differences. There was some minor code reordering, but nothing serious. I'm going to stop looking now. -- You are receiving this mail because: You are the QA Contact for the bug. You are the assignee for the bug. -------------- next part -------------- An HTML attachment was scrubbed... URL: <https://lists.freedesktop.org/archives/nouveau/attachments/20170117/4201ff4c/attachment.html>
bugzilla-daemon at freedesktop.org
2017-Jan-17 08:57 UTC
[Nouveau] [Bug 91247] Tomb Raider: Underworld renders lots of artefacts on models and objects
https://bugs.freedesktop.org/show_bug.cgi?id=91247 --- Comment #10 from Samuel Pitoiset <samuel.pitoiset at gmail.com> --- Good to know. Maybe F1 2015 now works by luck too? :) -- You are receiving this mail because: You are the assignee for the bug. You are the QA Contact for the bug. -------------- next part -------------- An HTML attachment was scrubbed... URL: <https://lists.freedesktop.org/archives/nouveau/attachments/20170117/076d1d9a/attachment-0001.html>
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