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* [Bug 93594] Flickering Shadows in The Talos Principle
@ 2016-01-05 15:16 bugzilla-daemon
  2016-01-06  3:01 ` bugzilla-daemon
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  0 siblings, 27 replies; 28+ messages in thread
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  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=93594

            Bug ID: 93594
           Summary: Flickering Shadows in The Talos Principle
           Product: Mesa
           Version: git
          Hardware: Other
                OS: All
            Status: NEW
          Severity: normal
          Priority: medium
         Component: Drivers/Gallium/radeonsi
          Assignee: dri-devel@lists.freedesktop.org
          Reporter: haagch@frickel.club
        QA Contact: dri-devel@lists.freedesktop.org

I haven't seen specifically this bug mentioned here yet. Apparently this has
been an issue for some time and with latest mesa git and llvm svn 256490 it
still happens.

Video demonstrating the flickering (ignore the long pause):
https://www.youtube.com/watch?v=UyZu_71LgGE

My hardware:
01:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI]
Wimbledon XT [Radeon HD 7970M] (rev ff)

Here is a trace (657MB uncompressed, 409MB compressed):
http://haagch.frickel.club/files/talos.trace.xz

Replaying the trace on radeonsi shows flickering shadows.

When replaying the trace on intel, the shadows don't seem to flicker.

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
@ 2016-01-06  3:01 ` bugzilla-daemon
  2016-01-06 18:59 ` bugzilla-daemon
                   ` (25 subsequent siblings)
  26 siblings, 0 replies; 28+ messages in thread
From: bugzilla-daemon @ 2016-01-06  3:01 UTC (permalink / raw)
  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #1 from Michel Dänzer <michel@daenzer.net> ---
(In reply to Christoph Haag from comment #0)
> When replaying the trace on intel, the shadows don't seem to flicker.

Not at all? I see pretty bad flickering on my Verde, but while I can still see
some on my Kaveri, it's hardly noticeable. So this might be at least partly an
SI specific issue.

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
  2016-01-06  3:01 ` bugzilla-daemon
@ 2016-01-06 18:59 ` bugzilla-daemon
  2016-01-06 19:08 ` bugzilla-daemon
                   ` (24 subsequent siblings)
  26 siblings, 0 replies; 28+ messages in thread
From: bugzilla-daemon @ 2016-01-06 18:59 UTC (permalink / raw)
  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #2 from Christoph Haag <haagch@frickel.club> ---
I'm not completely sure. The performance is very bad (at the same settings) and
on intel there is another bug that makes the whole scene go dark at random
perspectives. Here is a video how the game looks with the same settings on
intel:
https://www.youtube.com/watch?v=7ZcqdLQupDc
I think the shadows are "vanishing" in and out a bit too, but the intense
flicker like on radeonsi isn't there.

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
  2016-01-06  3:01 ` bugzilla-daemon
  2016-01-06 18:59 ` bugzilla-daemon
@ 2016-01-06 19:08 ` bugzilla-daemon
  2016-01-07  8:58 ` bugzilla-daemon
                   ` (23 subsequent siblings)
  26 siblings, 0 replies; 28+ messages in thread
From: bugzilla-daemon @ 2016-01-06 19:08 UTC (permalink / raw)
  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #3 from Ilia Mirkin <imirkin@alum.mit.edu> ---
FTR you may be interested in bug 90513 -- long story short, semi-similar (but
based on the video, not identical) symptoms on nouveau/nvc0.

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (2 preceding siblings ...)
  2016-01-06 19:08 ` bugzilla-daemon
@ 2016-01-07  8:58 ` bugzilla-daemon
  2016-01-07 23:45 ` bugzilla-daemon
                   ` (22 subsequent siblings)
  26 siblings, 0 replies; 28+ messages in thread
From: bugzilla-daemon @ 2016-01-07  8:58 UTC (permalink / raw)
  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=93594

EoD <EoD@xmw.de> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
                 CC|                            |EoD@xmw.de

--- Comment #4 from EoD <EoD@xmw.de> ---
I rendered the apitrace on llvmpipe. If there is still flickering it is much
less compared to the radeonsi replay:
https://www.youtube.com/watch?v=InHA4RAVvfM

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (3 preceding siblings ...)
  2016-01-07  8:58 ` bugzilla-daemon
@ 2016-01-07 23:45 ` bugzilla-daemon
  2016-01-07 23:50 ` bugzilla-daemon
                   ` (21 subsequent siblings)
  26 siblings, 0 replies; 28+ messages in thread
From: bugzilla-daemon @ 2016-01-07 23:45 UTC (permalink / raw)
  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #5 from EoD <EoD@xmw.de> ---
(In reply to Michel Dänzer from comment #1)
> (In reply to Christoph Haag from comment #0)
> > When replaying the trace on intel, the shadows don't seem to flicker.
> 
> Not at all? I see pretty bad flickering on my Verde, but while I can still
> see some on my Kaveri, it's hardly noticeable. So this might be at least
> partly an SI specific issue.

While changing a few settings I observed, the lower the "Max Shadow Size"
setting is, the easier you can see the heavy flickering.
When you set the setting "No dynamic lightning", all the flicker is gone.

I made a new and smaller apitrace with every setting on LOWEST. The new
apitrace shows the difference between a scene with dynamic lightning (no
flickering) and the same scene without dynamic lightning (massive flickering).

https://drive.google.com/file/d/0B42CQY2wGHumalYyWEJNRXAzWFE/view?usp=sharing

It evens runs semi-smoothly on llvmpipe.

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (4 preceding siblings ...)
  2016-01-07 23:45 ` bugzilla-daemon
@ 2016-01-07 23:50 ` bugzilla-daemon
  2016-02-14  4:21 ` bugzilla-daemon
                   ` (20 subsequent siblings)
  26 siblings, 0 replies; 28+ messages in thread
From: bugzilla-daemon @ 2016-01-07 23:50 UTC (permalink / raw)
  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #6 from EoD <EoD@xmw.de> ---
(In reply to EoD from comment #5)
> I made a new and smaller apitrace with every setting on LOWEST. The new
> apitrace shows the difference between a scene with dynamic lightning (no
> flickering) and the same scene without dynamic lightning (massive
> flickering).
> 
> https://drive.google.com/file/d/0B42CQY2wGHumalYyWEJNRXAzWFE/view?usp=sharing

Correction. It should be called:

The new apitrace shows the difference between a scene without dynamic lightning
(no flickering) and the same scene with dynamic lightning (massive flickering).

The setting is called "No Dynamic Lightning" (On = Good, Off = Flickering)

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (5 preceding siblings ...)
  2016-01-07 23:50 ` bugzilla-daemon
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From: bugzilla-daemon @ 2016-02-14  4:21 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #7 from EoD <EoD@xmw.de> ---
FTR the apitrace replays fine with r600 on my Barts.

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (6 preceding siblings ...)
  2016-02-14  4:21 ` bugzilla-daemon
@ 2016-02-17  1:17 ` bugzilla-daemon
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From: bugzilla-daemon @ 2016-02-17  1:17 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #8 from Marek Olšák <maraeo@gmail.com> ---
I've captured one of the problematic draw calls, which used this fragment
shader:

FRAG
DCL IN[0], GENERIC[9], PERSPECTIVE
DCL OUT[0], COLOR
DCL SAMP[0]
DCL SVIEW[0], 2D, FLOAT
DCL CONST[0..13]
DCL CONST[15]
DCL TEMP[0..3], LOCAL
IMM[0] FLT32 {    1.0000,     0.0000,     0.2500,     4.0000}
  0: MOV TEMP[0].xy, IN[0].xyyy
  1: TEX TEMP[0].w, TEMP[0], SAMP[0], 2D
  2: MUL TEMP[0].x, TEMP[0].wwww, IN[0].wwww
  3: MAD TEMP[1].x, TEMP[0].xxxx, CONST[1].xxxx, CONST[1].yyyy
  4: MOV_SAT TEMP[1].x, TEMP[1].xxxx
  5: MOV TEMP[0].w, TEMP[1].xxxx
  6: FSLT TEMP[1].x, TEMP[1].xxxx, CONST[0].xxxx
  7: AND TEMP[1].x, TEMP[1].xxxx, IMM[0].xxxx
  8: KILL_IF -TEMP[1].xxxx
  9: MAD TEMP[0].x, IN[0].zzzz, CONST[0].zzzz, CONST[0].yyyy
 10: MOV_SAT TEMP[1].x, TEMP[0].xxxx
 11: DDX TEMP[2].x, TEMP[1].xxxx
 12: ABS TEMP[2].x, TEMP[2].xxxx
 13: MUL TEMP[3], CONST[15].xxxx, TEMP[1].xxxx
 14: DDY TEMP[3].x, TEMP[3]
 15: ABS TEMP[3].x, TEMP[3].xxxx
 16: ADD TEMP[2].x, TEMP[2].xxxx, TEMP[3].xxxx
 17: MAD TEMP[0].x, TEMP[2].xxxx, IMM[0].zzzz, TEMP[1].xxxx
 18: MUL TEMP[1].x, TEMP[0].xxxx, TEMP[0].xxxx
 19: ADD TEMP[1].x, TEMP[0].xxxx, -TEMP[1].xxxx
 20: MUL TEMP[1].x, IMM[0].wwww, TEMP[1].xxxx
 21: ADD TEMP[1].x, IMM[0].xxxx, -TEMP[1].xxxx
 22: MOV TEMP[0].y, TEMP[1].xxxx
 23: MOV TEMP[0].z, IMM[0].yyyy
 24: MOV OUT[0], TEMP[0]
 25: END

If KILL_IF masks out some but not all invocations in a 2x2 quad, the subsequent
DDX and DDY opcodes can result in undefined values, resulting in garbage on the
output.

The simple solution is to move KILL_IF to the end of the shader. I've verified
that it works, but it's inefficient. The best solution would be to:
- save the resulting EXEC mask after KILL_IF
- use S_WQM on the exec mask to get a whole-quad mask
- execute DDX and DDY
- restore the EXEC mask (this must be done after both DDX & DDY but before PS
exports)

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (7 preceding siblings ...)
  2016-02-17  1:17 ` bugzilla-daemon
@ 2016-02-17  1:55 ` bugzilla-daemon
  2016-02-17 16:51 ` bugzilla-daemon
                   ` (17 subsequent siblings)
  26 siblings, 0 replies; 28+ messages in thread
From: bugzilla-daemon @ 2016-02-17  1:55 UTC (permalink / raw)
  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #9 from Michel Dänzer <michel@daenzer.net> ---
(In reply to Marek Olšák from comment #8)
> If KILL_IF masks out some but not all invocations in a 2x2 quad, the
> subsequent DDX and DDY opcodes can result in undefined values, resulting in
> garbage on the output.

I think Nicolai is making some improvements for the EXEC mask handling for
shader images. Maybe that'll help for this as well.

Note that AFAIK using things like derivatives in non-uniform control flow isn't
supported by GLSL. What's the original GLSL shader?

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (8 preceding siblings ...)
  2016-02-17  1:55 ` bugzilla-daemon
@ 2016-02-17 16:51 ` bugzilla-daemon
  2016-02-17 17:21 ` bugzilla-daemon
                   ` (16 subsequent siblings)
  26 siblings, 0 replies; 28+ messages in thread
From: bugzilla-daemon @ 2016-02-17 16:51 UTC (permalink / raw)
  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #10 from Marek Olšák <maraeo@gmail.com> ---
(In reply to Michel Dänzer from comment #9)
> Note that AFAIK using things like derivatives in non-uniform control flow
> isn't supported by GLSL. What's the original GLSL shader?

True.

The GLSL shader is using discard followed by fwidth. This is undefined
behavior.

Therefore, it's an application bug.

The easy workaround would be to disable register allocation in st/mesa to get a
quasi-SSA form and trivially move KILL_IF to the end of the shader if the app
is detected to be Talos Principle.

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (9 preceding siblings ...)
  2016-02-17 16:51 ` bugzilla-daemon
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  2016-02-17 21:12 ` bugzilla-daemon
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  26 siblings, 0 replies; 28+ messages in thread
From: bugzilla-daemon @ 2016-02-17 17:21 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #11 from Marek Olšák <maraeo@gmail.com> ---
Also, I think we shouldn't do anything in the shader compiler. A simple
workaround in Mesa should be enough.

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (10 preceding siblings ...)
  2016-02-17 17:21 ` bugzilla-daemon
@ 2016-02-17 21:12 ` bugzilla-daemon
  2016-02-17 23:20 ` bugzilla-daemon
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From: bugzilla-daemon @ 2016-02-17 21:12 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #12 from Roland Scheidegger <sroland@vmware.com> ---
(In reply to Marek Olšák from comment #10)
> The GLSL shader is using discard followed by fwidth. This is undefined
> behavior.
> 
> Therefore, it's an application bug.

I wasn't aware of this difference, but seeing this bug made me suspicious, and
indeed d3d10 is saying for discard:
https://msdn.microsoft.com/en-us/library/windows/desktop/hh446968%28v=vs.85%29.aspx
"This instruction flags the current pixel as terminated, while continuing
execution, so that other pixels executing in parallel may obtain derivatives if
necessary. Even though execution continues, all Pixel Shader output writes
before or after the discard instruction are discarded."

That's very interesting...

gallium docs don't actually say anything about this neither naturally. (I think
it should work in llvmpipe, because indeed we only update the pixel alive
mask.)

Due to d3d10 being different there, I wouldn't be surprised if other apps make
the same mistake.

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (11 preceding siblings ...)
  2016-02-17 21:12 ` bugzilla-daemon
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  2016-02-18  1:17 ` bugzilla-daemon
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From: bugzilla-daemon @ 2016-02-17 23:20 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #13 from Marek Olšák <maraeo@gmail.com> ---
(In reply to Roland Scheidegger from comment #12)
> Due to d3d10 being different there, I wouldn't be surprised if other apps
> make the same mistake.

For performance, it's better to execute KILL as soon as possible, because it
allows us to skip texture loads and possibly even input loads.

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (12 preceding siblings ...)
  2016-02-17 23:20 ` bugzilla-daemon
@ 2016-02-18  1:17 ` bugzilla-daemon
  2016-02-18 15:07 ` bugzilla-daemon
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From: bugzilla-daemon @ 2016-02-18  1:17 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #14 from Roland Scheidegger <sroland@vmware.com> ---
(In reply to Marek Olšák from comment #13)
> (In reply to Roland Scheidegger from comment #12)
> > Due to d3d10 being different there, I wouldn't be surprised if other apps
> > make the same mistake.
> 
> For performance, it's better to execute KILL as soon as possible, because it
> allows us to skip texture loads and possibly even input loads.

Certainly, which is probably why it is undefined behavior in glsl.
My guess is the d3d10 drivers will check dependency chains and see if the
result may be needed later for derivatives, and if it is only kill whole quads
immediately or something like that. Whereas in GL it would be the
responsibility of the shader to do the actual kill only when the pixels aren't
needed any longer for calculating derivatives (though I suppose that means it
potentially wouldn't early discard whole quads neither).

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (13 preceding siblings ...)
  2016-02-18  1:17 ` bugzilla-daemon
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  26 siblings, 0 replies; 28+ messages in thread
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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #15 from Nicolai Hähnle <nhaehnle@gmail.com> ---
*** Bug 93591 has been marked as a duplicate of this bug. ***

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (14 preceding siblings ...)
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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #16 from Nicolai Hähnle <nhaehnle@gmail.com> ---
Interesting information about D3D10, thank you.

The GLSL 4.50 spec says:

"The discard keyword is only allowed within fragment shaders. It can be used
within a fragment shader to abandon the operation on the current fragment. This
keyword causes the fragment to be discarded and no updates to any buffers will
occur. Control flow exits the shader, and subsequent implicit or explicit
derivatives are undefined when this exit is non-uniform."

One annoying aspect of this language is that one can reasonably read it as
non-uniformity only being relevant for non-helper fragments. If a pixel quad is
partial covered by the original primitive, and discard is used in a way that
keeps the covered pixels but discard the helper ones, should derivatives be
defined or not?

As Michel said, I am indeed currently working on a patch changing exec mask
behavior in LLVM for stores and atomics in pixel shaders. While what I have so
far does not fix this bug yet, it already requires switching back and forth
between WQM and non-WQM/"exact" modes. Extending this to keep full quads alive
after KILL_IF should not add much more overhead.

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (15 preceding siblings ...)
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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #17 from Roland Scheidegger <sroland@vmware.com> ---
(In reply to Nicolai Hähnle from comment #16)
> 
> One annoying aspect of this language is that one can reasonably read it as
> non-uniformity only being relevant for non-helper fragments. If a pixel quad
> is partial covered by the original primitive, and discard is used in a way
> that keeps the covered pixels but discard the helper ones, should
> derivatives be defined or not?

That's a good question... My interpretation would be that derivatives should be
undefined in this case if only because otherwise things get even more
complex...

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (16 preceding siblings ...)
  2016-02-18 16:06 ` bugzilla-daemon
@ 2016-02-19 10:17 ` bugzilla-daemon
  2016-02-19 16:41 ` bugzilla-daemon
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From: bugzilla-daemon @ 2016-02-19 10:17 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #18 from Kai <kai@dev.carbon-project.org> ---
(In reply to Marek Olšák from comment #10)
> (In reply to Michel Dänzer from comment #9)
> > Note that AFAIK using things like derivatives in non-uniform control flow
> > isn't supported by GLSL. What's the original GLSL shader?
> 
> True.
> 
> The GLSL shader is using discard followed by fwidth. This is undefined
> behavior.
> 
> Therefore, it's an application bug.
> 
> The easy workaround would be to disable register allocation in st/mesa to
> get a quasi-SSA form and trivially move KILL_IF to the end of the shader if
> the app is detected to be Talos Principle.

I forwarded this information to Croteam and Dean Sekulic answered:
> Oh, just found out that discard instruction is treated as dynamic flow control
> for some reason... :/
>
> Will fix this!
>
>
> On 19-02-16 8:21, Dean Sekulic wrote:
>> I can't find any reference anywhere that doing fwidth() (or ddx/ddy for
>> that matter) after discard should be undefined behavior... :/
>>
>> GPUs should handle that case completely fine.
>>
>> Can you elaborate, please?

Looks like there might be an update for The Talos Principle which will address
this.

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (17 preceding siblings ...)
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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #19 from Kai <kai@dev.carbon-project.org> ---
(In reply to Kai from comment #18)
> Looks like there might be an update for The Talos Principle which will
> address this.

Short update: Dean Sekulic of Croteam wrote me, that the fix on their end has
been implemented and will be part of the next update.

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (18 preceding siblings ...)
  2016-02-19 16:41 ` bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #20 from Christoph Haag <haagch@frickel.club> ---
Doesn't happen in public_beta anymore.

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (19 preceding siblings ...)
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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #21 from Karol Herbst <freedesktop@karolherbst.de> ---
it still happens for me though on high, high, ultra settings. Didn't check
other settings.

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (20 preceding siblings ...)
  2016-02-20  0:34 ` bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #22 from EoD <EoD@xmw.de> ---
(In reply to Karol Herbst from comment #21)
> it still happens for me though on high, high, ultra settings. Didn't check
> other settings.

I can confirm this. There is still a little flickering shadows on my Tonga with
GPU Speed High. But this is almost negligible compared to before.

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (21 preceding siblings ...)
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From: bugzilla-daemon @ 2016-02-20 21:22 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #23 from Nicolai Hähnle <nhaehnle@gmail.com> ---
Created attachment 121861
  --> https://bugs.freedesktop.org/attachment.cgi?id=121861&action=edit
WholeQuadMode pass patch for LLVM

Good to see CroTeam being responsive on this.

Does the attached patch for LLVM make a difference for the remaining flicker?
You can also try my branch from here:
https://cgit.freedesktop.org/~nh/llvm/log/?h=images

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (22 preceding siblings ...)
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  26 siblings, 0 replies; 28+ messages in thread
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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #24 from Christoph Haag <haagch@frickel.club> ---
Well, not sure what exactly we are talking about. The quick flickering that
made it completely unplaybable is gone.

I'm not sure how the shadows are supposed to look like. I tried
https://cgit.freedesktop.org/~nh/llvm/log/?h=images and that's what it looks
like
https://www.youtube.com/watch?v=DzkV_BHXzuU
(damn, gstreamer recording + vaapi encoding is stuttering a lot again)

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (23 preceding siblings ...)
  2016-02-22  1:00 ` bugzilla-daemon
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  26 siblings, 0 replies; 28+ messages in thread
From: bugzilla-daemon @ 2016-02-23  0:06 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #25 from Marek Olšák <maraeo@gmail.com> ---
(In reply to Christoph Haag from comment #24)
> Well, not sure what exactly we are talking about. The quick flickering that
> made it completely unplaybable is gone.
> 
> I'm not sure how the shadows are supposed to look like. I tried
> https://cgit.freedesktop.org/~nh/llvm/log/?h=images and that's what it looks
> like
> https://www.youtube.com/watch?v=DzkV_BHXzuU
> (damn, gstreamer recording + vaapi encoding is stuttering a lot again)

Looks good. What fixed it? The LLVM patch or game update?

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (24 preceding siblings ...)
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From: bugzilla-daemon @ 2016-02-25 21:46 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=93594

--- Comment #26 from EoD <EoD@xmw.de> ---
(In reply to Marek Olšák from comment #25)
> (In reply to Christoph Haag from comment #24)
> > Well, not sure what exactly we are talking about. The quick flickering that
> > made it completely unplaybable is gone.
> > 
> > I'm not sure how the shadows are supposed to look like. I tried
> > https://cgit.freedesktop.org/~nh/llvm/log/?h=images and that's what it looks
> > like
> > https://www.youtube.com/watch?v=DzkV_BHXzuU
> > (damn, gstreamer recording + vaapi encoding is stuttering a lot again)
> 
> Looks good. What fixed it? The LLVM patch or game update?

The video shows from Christoph Haag shows those "minor flickerings" we were
talking about. Those flickers also are in the D3D11 and Vulkan version of the
game, so it's not an issue on mesa's side.

For me, the flickering disappeared after updating the game, not llvm. Do you
want us to test the old game version with those llvm changes?

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* [Bug 93594] Flickering Shadows in The Talos Principle
  2016-01-05 15:16 [Bug 93594] Flickering Shadows in The Talos Principle bugzilla-daemon
                   ` (25 preceding siblings ...)
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https://bugs.freedesktop.org/show_bug.cgi?id=93594

Marek Olšák <maraeo@gmail.com> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
             Status|NEW                         |RESOLVED
         Resolution|---                         |FIXED

--- Comment #27 from Marek Olšák <maraeo@gmail.com> ---
(In reply to EoD from comment #26)
> (In reply to Marek Olšák from comment #25)
> > (In reply to Christoph Haag from comment #24)
> > > Well, not sure what exactly we are talking about. The quick flickering that
> > > made it completely unplaybable is gone.
> > > 
> > > I'm not sure how the shadows are supposed to look like. I tried
> > > https://cgit.freedesktop.org/~nh/llvm/log/?h=images and that's what it looks
> > > like
> > > https://www.youtube.com/watch?v=DzkV_BHXzuU
> > > (damn, gstreamer recording + vaapi encoding is stuttering a lot again)
> > 
> > Looks good. What fixed it? The LLVM patch or game update?
> 
> The video shows from Christoph Haag shows those "minor flickerings" we were
> talking about. Those flickers also are in the D3D11 and Vulkan version of
> the game, so it's not an issue on mesa's side.

It's not an issue. It's normal behavior. It's a trait of the shadow mapping
technique and it happens when the shadow map isn't large enough. AFAIK, shadow
mapping is the best way to do soft shadows, but the technique alone can create
a lot of artifacts and what you've seen there aren't even the worst ones. Game
developers usually spend as much time implementing shadow mapping as they spend
on attempts to hide its flaws. See the images here for some extreme examples of
what is "normal" with the technique:
https://takinginitiative.wordpress.com/2011/05/25/directx10-tutorial-10-shadow-mapping-part-2/

> 
> For me, the flickering disappeared after updating the game, not llvm. Do you
> want us to test the old game version with those llvm changes?

No, we can close this as fixed by the game developer. Thanks.

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