[Mesa-dev] [Bug 110603] Blocky and black opacity/alpha using RADV on some games

2019-09-18 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=110603

GitLab Migration User  changed:

   What|Removed |Added

 Resolution|--- |MOVED
 Status|NEW |RESOLVED

--- Comment #9 from GitLab Migration User  ---
-- GitLab Migration Automatic Message --

This bug has been migrated to freedesktop.org's GitLab instance and has been
closed from further activity.

You can subscribe and participate further through the new bug through this link
to our GitLab instance: https://gitlab.freedesktop.org/mesa/mesa/issues/860.

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[Mesa-dev] [Bug 110603] Blocky and black opacity/alpha using RADV on some games

2019-07-28 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=110603

--- Comment #8 from tivob...@hostguru.top ---
Created attachment 144898
  --> https://bugs.freedesktop.org/attachment.cgi?id=144898=edit
Some notable parts of a renderdoc capture

I tried to get a renderdoc capture, but the results are way too large for my
internet connection to upload. I thus took a capture with and without nohiz,
and compared the two for obvious differences. I still have the captures, so if
there is anything specific I should look at I can do that.

The two things that stood out for me the most (refer to the attached zip for
the images I refer to):


1. DS=Store / DS=Load inconsistencies
In the first pass yielding visually different results, there are a few
instances of the following sequence:
> vkCmdEndRenderPass(DS=Store)  | a
> ...   | b
> vkCmdEndRenderPass(DS=Load)   | c
> vkCmdDrawIndexed  | d
In the good render (nohiz set), the DS keeps its content throughout a-c, and is
updated in d. In the bad render (nohiz not set), the DS gets weird fragments in
b, which usually go away in d – but in at least one case they did *not* go
away, causing the resulting texture to become visually corrupted (many pixels
become white, see 0_depth_attachment_after_load_*).

2. The final depth buffer is obviously wrong
The blocks visible on the final output are visible as white (near) in the final
depth pass. This seems to block the skybox/background from being added later on
(see 1_final_depth_*).

3. It seems that the good and bad render use slightly different render paths
While I could map most parts of the captures onto each other, there were some
additional render passes here and there that did not have clear equivalents in
the other capture – and are not obviously related to the different camera
position, etc.

4. The captures seem to be very hardware-dependent
For some reason, the nohiz capture only works if I set nohiz, otherwise
renderdoc claims that I use different hardware and I thus cannot view the
capture. Not sure if that is intentional, or if that is some clue that
something is wrong.


The final render results are 2_final_result_*. Note that even without nohiz,
some frames render properly – suggesting that the issue could be some kind of
data race, maybe between DS=Store/DS=Load?

Hope these comments help at least a little, sorry that I'm unable to provide
the whole captures.

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[Mesa-dev] [Bug 110603] Blocky and black opacity/alpha using RADV on some games

2019-06-21 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=110603

--- Comment #7 from Samuel Pitoiset  ---
Can you record a renderdoc capture of the problem please?

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[Mesa-dev] [Bug 110603] Blocky and black opacity/alpha using RADV on some games

2019-06-19 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=110603

--- Comment #6 from tivob...@hostguru.top ---
I experienced a visually similar issue in witcher3 after updating my gentoo
system with a RX 570. Notable changes:
- installed mesa 19.1 (from 19.0.x, not sure which exact version)
- updated wine to 4.10 (from 4.6 iirc)
- migrated the gentoo profile from 17.0 to to the 17.1 (including all
recommended rebuilds)

Switching back to mesa 19.0.6 does not fix the issue, but setting the
RADV_DEBUG environment variable to "nohiz" does. Maybe that helps to identify
the issue?

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[Mesa-dev] [Bug 110603] Blocky and black opacity/alpha using RADV on some games

2019-05-07 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=110603

--- Comment #5 from Samuel Pitoiset  ---
This is indeed weird.

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[Mesa-dev] [Bug 110603] Blocky and black opacity/alpha using RADV on some games

2019-05-06 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=110603

--- Comment #4 from Lucas Francesco  ---
Created attachment 144180
  --> https://bugs.freedesktop.org/attachment.cgi?id=144180=edit
screnshot taken with scrot

The strange thing for me is that the renderdoc capture looks 100% fine on
ubuntu or in a friend's computer that haves similar hardware with arch, but on
my PC both arch and gentoo, the renderdoc AND the game itself produces that
blocky 100% black 



here's an screenshot I've taken just now of how it looks on my side, now I'm on
the latest Mesa commit and the latest LLVM commit


i'm trying to do another RenderDoc capture but i'm not being able to compile
renderdoc due to a random dns issue right now

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[Mesa-dev] [Bug 110603] Blocky and black opacity/alpha using RADV on some games

2019-05-06 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=110603

--- Comment #3 from Samuel Pitoiset  ---
Created attachment 144172
  --> https://bugs.freedesktop.org/attachment.cgi?id=144172=edit
screenshot

Attached screenshot with:

OpenGL renderer string: AMD Radeon (TM) RX 480 Graphics (POLARIS10, DRM 3.27.0,
4.20.0-rc3-58450-g9698024e8a19, LLVM 8.0.1)
OpenGL core profile version string: 4.5 (Core Profile) Mesa 19.1.0-devel
(git-b98955e128)

What's the problem actually? It looks good to me.
(Also tried with mesa-git/llvm-git, same output)

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[Mesa-dev] [Bug 110603] Blocky and black opacity/alpha using RADV on some games

2019-05-06 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=110603

--- Comment #2 from Samuel Pitoiset  ---
Please ignore my previous comment, you posted it already. :-)

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[Mesa-dev] [Bug 110603] Blocky and black opacity/alpha using RADV on some games

2019-05-06 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=110603

--- Comment #1 from Samuel Pitoiset  ---
What LLVM/Mesa versions are you using?
Can you attach the output of glxinfo (or vulkaninfo) please?

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[Mesa-dev] [Bug 110603] Blocky and black opacity/alpha using RADV on some games

2019-05-03 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=110603

Lucas Francesco  changed:

   What|Removed |Added

 CC||lucas.francesc...@gmail.com
Version|unspecified |git

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[Mesa-dev] [Bug 110603] Blocky and black opacity/alpha using RADV on some games

2019-05-03 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=110603

Bug ID: 110603
   Summary: Blocky and black opacity/alpha using RADV on some
games
   Product: Mesa
   Version: unspecified
  Hardware: x86-64 (AMD64)
OS: Linux (All)
Status: NEW
  Severity: minor
  Priority: medium
 Component: Drivers/Vulkan/radeon
  Assignee: mesa-dev@lists.freedesktop.org
  Reporter: lucas.francesc...@gmail.com
QA Contact: mesa-dev@lists.freedesktop.org

Created attachment 144153
  --> https://bugs.freedesktop.org/attachment.cgi?id=144153=edit
the bug itself on dota2 with vulkan enabled

I am experiencing a RADV bug with both arch and Gentoo linux, on LLVM7+ (cant
test on LLVM 6)


i can't reproduce it with  Ubuntu 18.10(strangely it works flawlessly there, i
didnt test with 19.10 but i can give it a go if its needed) on the same system
with the same hardware specs, i tried nuking Gentoo and installing arch to see
if the bug was a Gentoo specific one and it wasn't, i reinstalled Gentoo 2
times while testing it (with different use flags) and wasn't able to stop that
to happening

Already tried:
switching LLVM versions
switching to arch
changing compiler flags
changing around with the debug enable flag on mesa
downgrading glibc a bit
downgrading x-server
forcing the game to use wayland directly on SDL (in the case of artifact)


The games I can reproduce are mainly Source 2 ones, but i can reproduce it with
skyrim (dxvk dx11 version on proton) 

i'm putting it as minor severity as no one else that i asked that haves the
same gpu hardware besides me can reproduce the issue


System info:
https://gist.github.com/Uramekus/03308e0cdb776374d7cfa9ceb125bbe7

RenderDoc Capture (quite old at this point, i might make a new one tomorrow)

https://drive.google.com/file/d/1XZ8XMiA-j2eeZJU0vpfUeq85iQxsE67b/view?usp=sharing

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