https://bugs.freedesktop.org/show_bug.cgi?id=111591
--- Comment #9 from Timothy Arceri ---
Thanks! I can reproduce the problem using the new trace.
It's strange the problem is caused by some shaders failing to link but the
error message doesn't match what the shaders actually do. Also dumping ou
https://bugs.freedesktop.org/show_bug.cgi?id=111591
--- Comment #10 from Timothy Arceri ---
Ok. apitrace was pointing me to the incorrect shaders I managed to find the
correct ones and can confirm this is a bug in the game itself. I have reported
the problem to the developers, lets see if they re
https://bugs.freedesktop.org/show_bug.cgi?id=111591
--- Comment #11 from Shmerl ---
Since the game is using Unreal Engine, I wonder if developers control shaders
directly, or it's something produced by UE toolchain that transpiles them from
something else. I mean it could be upstream UE bug.
Jus
https://bugs.freedesktop.org/show_bug.cgi?id=111591
--- Comment #12 from Timothy Arceri ---
For now you could try using the environment variable:
allow_glsl_cross_stage_interpolation_mismatch=true
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https://bugs.freedesktop.org/show_bug.cgi?id=111591
--- Comment #13 from Shmerl ---
(In reply to Timothy Arceri from comment #12)
> For now you could try using the environment variable:
>
> allow_glsl_cross_stage_interpolation_mismatch=true
Thanks! I tried setting it, and it shows the message t
https://bugs.freedesktop.org/show_bug.cgi?id=111591
--- Comment #14 from Timothy Arceri ---
(In reply to Shmerl from comment #13)
> (In reply to Timothy Arceri from comment #12)
> > For now you could try using the environment variable:
> >
> > allow_glsl_cross_stage_interpolation_mismatch=true
>
https://bugs.freedesktop.org/show_bug.cgi?id=111591
--- Comment #15 from Shmerl ---
(In reply to Timothy Arceri from comment #14)
> Are you sure it is hanging? There is a huge amount of stuttering due to the
> game compiling shaders in-game. Its really bad the first time I run the
> apitrace but
On Tue, Sep 10, 2019 at 01:06:50PM -0700, David Riley wrote:
> Factor function in preparation to generating scatterlist prior to locking.
Patches are looking good now, but they don't apply. What tree was used
to create them?
Latest virtio-gpu driver bits are in drm-misc-next (see
https://cgit.fr
https://bugs.freedesktop.org/show_bug.cgi?id=111637
Bug ID: 111637
Summary: Document configuration shadowing and clean up handling
that in igt_core
Product: DRI
Version: unspecified
Hardware: Other
OS: All
https://bugs.freedesktop.org/show_bug.cgi?id=111638
Bug ID: 111638
Summary: Include tools/ in documentation
Product: DRI
Version: unspecified
Hardware: Other
OS: All
Status: NEW
Severity: not set
Mark switch cases where we are expecting to fall through.
Fix the following warnings (Building: mpc512x_defconfig powerpc):
drivers/video/fbdev/fsl-diu-fb.c: In function ‘fsl_diu_ioctl’:
./include/linux/device.h:1750:2: warning: this statement may fall through
[-Wimplicit-fallthrough=]
_dev_wa
https://bugzilla.kernel.org/show_bug.cgi?id=204805
--- Comment #1 from ilkka.pr...@gmail.com ---
Having something such as "make -j 20" of kernel sources while using a browser
in GPU-accelerated mode seems to contribute to this. Repeats on 5.2.14 as well
but logs don't show anything useful for some
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