https://bugs.freedesktop.org/show_bug.cgi?id=66067
GitLab Migration User changed:
What|Removed |Added
Status|NEW |RESOLVED
Resolution|---
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #38 from Roland Scheidegger ---
(In reply to Nicholas Miell from comment #37)
> You could look for "# cgc version" near the beginning of the program source
> (almost certainly the second line), but that assumes the shaders weren't
>
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #37 from Nicholas Miell ---
You could look for "# cgc version" near the beginning of the program source
(almost certainly the second line), but that assumes the shaders weren't
post-processed to strip out all the comments.
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #36 from Roland Scheidegger ---
(In reply to Roland Scheidegger from comment #35)
Actually don't you get some comment in the ARB_fp_program it was compiled from
cg? You could just take that as a hint you're going to see that bug and
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #35 from Roland Scheidegger ---
(In reply to Daniel Scharrer from comment #34)
> Came across another game that does this wrong: Never Alone
> (http://store.steampowered.com/app/295790) However this one does need shadow
> comparison
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #34 from Daniel Scharrer ---
Came across another game that does this wrong: Never Alone
(http://store.steampowered.com/app/295790) However this one does need shadow
comparison in other shaders.
I've contacted the developers about
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #33 from Marek Olšák ---
Our hardware doesn't have a compare mode state in the sampler. We tried to
emulate it in the shader, but the performance was bad. Thus, there is no plan
to fix misbehaving apps at the moment.
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https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #32 from Nicholas Miell ---
(In reply to Daniel Scharrer from comment #31)
> It selects between the 2D and SHADOW2D samplers based on the number of
> components in the coordinate vector. This matches the documentation [1]
> which,
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #31 from Daniel Scharrer ---
I have found another game that hits this: he Book of Unwritten Tales: The
Critter Chronicles. Again, my workaround works for me. Unlike Trine however,
this game ships its Cg shader sources as plain text
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #30 from Daniel Scharrer ---
(In reply to Nicholas Miell from comment #29)
> Does it ever actually sample from a depth texture or is unconditionally
> converting the SHADOW2D to 2D safe?
In the apitraces I have, depth formats
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #29 from Nicholas Miell ---
Does it ever actually sample from a depth texture or is unconditionally
converting the SHADOW2D to 2D safe?
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--- Comment #28 from Daniel Scharrer ---
Created attachment 110801
--> https://bugs.freedesktop.org/attachment.cgi?id=110801=edit
LD_PRELOAD library to fix Trine's ARB shaders
Trine Enchanted Edition (port/remake of Trine 1 in the Trine 2
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #27 from smoki ---
Probably. Anyway with this patch somehow Unigine Sanctuary high shader is
affected, that huge performance drop happens only on Shaders:High setings, but
as i see performance is not reduced at all on Medium or Low
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #26 from Nicholas Miell ---
(In reply to comment #25)
> BTW just to be aware of i see some side effects of this patch, for example
> performance in Unigine Sanctuary goes down by ~40% for me :).
Probably because it adds a branch to
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #25 from smoki ---
(In reply to comment #23)
> (In reply to comment #21)
> > Created attachment 102470 [details] [review] [review]
> > radeonsi: Handle sampler depth compare mode
> >
> > This Mesa patch seems to fix the apitrace for
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #24 from Marek Ol??k ---
Hi Michel,
I'm going to switch all sampler descriptors to vNi32, so it would be nice if
the code used that type instead of vNi8.
Also, the function deserves a comment explaining how it works.
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https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #23 from smoki ---
(In reply to comment #21)
> Created attachment 102470 [details] [review]
> radeonsi: Handle sampler depth compare mode
>
> This Mesa patch seems to fix the apitrace for me. Can you confirm?
I can confirm :) i
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #22 from Michel D?nzer ---
Note that this patch is radeonsi specific, I'm afraid the same approach is not
possible with r600g.
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--- Comment #21 from Michel D?nzer ---
Created attachment 102470
--> https://bugs.freedesktop.org/attachment.cgi?id=102470=edit
radeonsi: Handle sampler depth compare mode
This Mesa patch seems to fix the apitrace for me. Can you confirm?
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https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #20 from Marek Ol??k ---
(In reply to comment #19)
> By the way, I really wonder how this manages to work correctly with the
> blobs. Are they fixing up the shader on demand somehow?
No idea. Catalyst should be broken too unless it
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #19 from Grigori Goronzy ---
By the way, I really wonder how this manages to work correctly with the blobs.
Are they fixing up the shader on demand somehow?
Trine 2 (the Steam version) was updated a while ago, but sadly they haven't
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #18 from Marek Ol??k ---
Radeon drivers look at the texture instruction to determine if shadow sampling
should be used. The type of the texture doesn't matter.
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--- Comment #17 from smoki ---
Yes just checked out your trace and got the same screenshot... yes sorry you
are right, but seems to me radeonsi was having a more black even than this
seems like onother bug which got fixed on top of this bug
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #16 from Nicholas Miell ---
It isn't an issue of darkness (although that's one way this bug manifests
itself) the problem is the the lighting in the scene is generally wrong.
The game expects shadow sampling from a non-depth texture
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #15 from smoki ---
With current driver stack, kernel 3.16-rc3, mesa-10.3-devel (up to commit
370184e813b25b463ad3dc9ca814231c98b95864) and llvm 3.5 snapshot (svn svn212056)
on radeonsi (Radeon 8400), etc... much of this
https://bugs.freedesktop.org/show_bug.cgi?id=66067
Sylvain BERTRAND changed:
What|Removed |Added
CC||sylvain.bertrand at gmail.com
---
https://bugs.freedesktop.org/show_bug.cgi?id=66067
Nicholas Miell changed:
What|Removed |Added
Blocks||77449
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Andreas Boll changed:
What|Removed |Added
Component|Drivers/DRI/R600|Drivers/Gallium/r600
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https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #13 from Roland Scheidegger srol...@vmware.com ---
(In reply to comment #12)
(In reply to comment #11)
ARB_fragment_program_shadow may leave it undefined, but the GL spec ...
Which spec exactly? GL specifications only cover
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #7 from Grigori Goronzy g...@chown.ath.cx ---
This actually seems to be a bug in Trine 2. The fragment shader uses a shadow
sampler to sample the normal texture, which is RGBA. This cannot work as shadow
sampling is only defined for
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #8 from Grigori Goronzy g...@chown.ath.cx ---
Created attachment 86032
-- https://bugs.freedesktop.org/attachment.cgi?id=86032action=edit
Hack to force SAMPLE instruction even for 2D shadow samplers
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--- Comment #9 from Nicholas Miell nmi...@gmail.com ---
(In reply to comment #7)
Trine 2 uses those old assembly-like shaders for some reason
It's the minimum spec target profile for Nvidia's Cg compiler.
This cannot work
as shadow sampling
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #10 from Nicholas Miell nmi...@gmail.com ---
To quote the Cg tutorial:
Notice that the code for the shadow map query is virtually identical to the
code for the projective texture lookup in Example 9-6. To a Cg programmer,
shadow maps
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #11 from Grigori Goronzy g...@chown.ath.cx ---
ARB_fragment_program_shadow may leave it undefined, but the GL spec ...
Which spec exactly? GL specifications only cover GLSL shaders.
ARB_fragment_program is separate from that and has
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #12 from Nicholas Miell nmi...@gmail.com ---
(In reply to comment #11)
ARB_fragment_program_shadow may leave it undefined, but the GL spec ...
Which spec exactly? GL specifications only cover GLSL shaders.
ARB_fragment_program
https://bugs.freedesktop.org/show_bug.cgi?id=66067
Nicholas Miell changed:
What|Removed |Added
Summary|Trine 2 color problems on |Trine 2's fragment normal
https://bugs.freedesktop.org/show_bug.cgi?id=66067
Nicholas Miell nmi...@gmail.com changed:
What|Removed |Added
Summary|Trine 2 color problems on |Trine 2's fragment
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