[Mesa-dev] [Bug 95190] Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground

2016-08-23 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=95190

Karol Herbst  changed:

   What|Removed |Added

 Status|NEW |RESOLVED
 Resolution|--- |FIXED

--- Comment #11 from Karol Herbst  ---
except the bad perf, everything looks fine :)

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[Mesa-dev] [Bug 95190] Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground

2016-08-23 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=95190

--- Comment #10 from Samuel Pitoiset  ---
This has been recently fixed by Kenneth. At least, I can't reproduce that fog
issue on gm107 (I did force GL4.3 because that game requires a 4.2 context
though).

Karol, can you confirm and close the ticket, please?

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[Mesa-dev] [Bug 95190] Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground

2016-04-28 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=95190

--- Comment #9 from Ilia Mirkin  ---
(In reply to Timothy Arceri from comment #8)
> My thinking at the time was that we need to convert the 'const foo[]' to
> 'uniform foo[]' before other optimisations passes such as constant
> propagation start messing with it.

We need to be careful to only do that for indirect accesses though - otherwise
we'll end up sticking things into uniforms that could have been
const-propagated.

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[Mesa-dev] [Bug 95190] Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground

2016-04-28 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=95190

--- Comment #8 from Timothy Arceri  ---
I noticed and attempted to fix this a couple of weeks ago as it was giving me
problems with my shader cache work. In the end I dropped it in the too hard
basket and did this work around for my issue:
https://github.com/tarceri/Mesa_arrays_of_arrays/commit/1cd0191635ad3a0d775077493b4ee28875280fa0

The problem as Ilia points out is that a new unidentifiable ir_constant array
is propagated to each reference of the const array, this means we end up with a
new uniform array of the entire array each time we access a single element.

My thinking at the time was that we need to convert the 'const foo[]' to
'uniform foo[]' before other optimisations passes such as constant propagation
start messing with it.

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[Mesa-dev] [Bug 95190] Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground

2016-04-28 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=95190

--- Comment #7 from Ilia Mirkin  ---
OK, so the issue is that it's a different(ish) constant array every time. Code
that's like

const foo[] = bar

foo[]
foo[]
foo[]

becomes

bar[]
bar[]
bar[]

And so in essence we have 3 arrays, each of which is becoming its own uniform.
I tried adding a hash table on ir_constant*, but that was useless, since
they're different ir_constant* pointers each time. This is going to be a bit
tricky... I guess we could hash the actual data. Probably other solutions I'm
neglecting, too.

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[Mesa-dev] [Bug 95190] Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground

2016-04-28 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=95190

--- Comment #6 from Samuel Pitoiset  ---
Err, drop the 'k', it's just the number of elements. But you get the idea. :)

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[Mesa-dev] [Bug 95190] Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground

2016-04-28 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=95190

Ilia Mirkin  changed:

   What|Removed |Added

 QA Contact|intel-3d-bugs@lists.freedes |mesa-dev@lists.freedesktop.
   |ktop.org|org

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