bugzilla-daemon at freedesktop.org
2016-Apr-28 16:02 UTC
[Nouveau] [Bug 95190] New: Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground
https://bugs.freedesktop.org/show_bug.cgi?id=95190
Bug ID: 95190
Summary: Tomb Raider with PostProcessing enable and Depth of
Field set to Ultra has white stuff in the foreground
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: freedesktop at karolherbst.de
QA Contact: nouveau at lists.freedesktop.org
ostProcessing + Depth of Field Ultra gives bright white stuff in the foreground
making the game unplayable
Trace: https://drive.google.com/open?id=0B78S7GSrzebIaExsb1FNSUNPTDA
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bugzilla-daemon at freedesktop.org
2016-Apr-28 21:50 UTC
[Nouveau] [Bug 95190] Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground
https://bugs.freedesktop.org/show_bug.cgi?id=95190 --- Comment #1 from Luzipher <luziphermcleod at yahoo.ie> --- Created attachment 123330 --> https://bugs.freedesktop.org/attachment.cgi?id=123330&action=edit Tomb Raider ultimate settings on radeonsi (r9 290x) just after applying graphics settings (menu still open) This also affects radeonsi, see attached image. Just after setting graphics to ultimate it all turns white. "MESA_GL_VERSION_OVERRIDE=4.3 MESA_GLSL_VERSION_OVERRIDE=430" has no effect. Switching "Depth of Field" to normal helps (Post Processing still switched on). Mesa and LLVM version: current git (28.04.2016) GPU: R9 290x Kernel Driver: radeon (not amdgpu) -- 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/20160428/af33aa63/attachment.html>
bugzilla-daemon at freedesktop.org
2016-Apr-28 21:54 UTC
[Nouveau] [Bug 95190] Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground
https://bugs.freedesktop.org/show_bug.cgi?id=95190 --- Comment #2 from Ilia Mirkin <imirkin at alum.mit.edu> --- The issue is in the const-to-uniform lowering... which affects all drivers. Basically it has const uvec4 int foo[200] = ... foo[indirect] foo[indirect] foo[indirect] which in turn leads that pass to do sad things. Samuel is looking at it 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/20160428/3f6b29cd/attachment.html>
bugzilla-daemon at freedesktop.org
2016-Apr-28 21:56 UTC
[Nouveau] [Bug 95190] Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground
https://bugs.freedesktop.org/show_bug.cgi?id=95190 --- Comment #3 from Samuel Pitoiset <samuel.pitoiset at gmail.com> --- Yes, it's a bug in the GLSL compiler. -- 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/20160428/d41b084c/attachment.html>
bugzilla-daemon at freedesktop.org
2016-Apr-28 22:17 UTC
[Nouveau] [Bug 95190] Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground
https://bugs.freedesktop.org/show_bug.cgi?id=95190
Samuel Pitoiset <samuel.pitoiset at gmail.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Severity|normal |major
Component|Drivers/DRI/nouveau |glsl-compiler
CC| |kenneth at whitecape.org,
| |samuel.pitoiset at gmail.com
Assignee|nouveau at lists.freedesktop.o |idr at freedesktop.org
|rg |
QA Contact|nouveau at lists.freedesktop.o |intel-3d-bugs at
lists.freedes
|rg |ktop.org
--- Comment #4 from Samuel Pitoiset <samuel.pitoiset at gmail.com> ---
So, the issue is that the count_uniforms_size pass which is used to calculate
the storage requirements for a set of uniform has a bug for constant arrays.
The problem is that the pass aggregates the size of a constant array each time
it finds a reference in the shader source.
For example, in the attached shader, the lowering pass returns 95484k of
uniforms but it should be 1308k (327*4) (+ some other things). The 95484 is
computed as follow: 327 * 4 * 73 (number of occurences of icb in the shader).
I had a look at the code, and I think that the correct solution should be to do
this lowering pass only once for constant arrays (this will require to somehow
remember which one has been lowered though).
Ken, can you look into this?
Thanks in advance.
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