* [Bug 95190] New: Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground
@ 2016-04-28 16:02 bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ
[not found] ` <bug-95190-8800-V0hAGp6uBxMKqLRl/0Ahz6D7qz1kEfGD2LY78lusg7I@public.gmane.org/>
0 siblings, 1 reply; 5+ messages in thread
From: bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ @ 2016-04-28 16:02 UTC (permalink / raw)
To: nouveau-PD4FTy7X32lNgt0PjOBp9y5qC8QIuHrW
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https://bugs.freedesktop.org/show_bug.cgi?id=95190
Bug ID: 95190
Summary: Tomb Raider with PostProcessing enable and Depth of
Field set to Ultra has white stuff in the foreground
Product: Mesa
Version: git
Hardware: Other
OS: All
Status: NEW
Severity: normal
Priority: medium
Component: Drivers/DRI/nouveau
Assignee: nouveau-PD4FTy7X32lNgt0PjOBp9y5qC8QIuHrW@public.gmane.org
Reporter: freedesktop-lIBOoy2+GI7scQ4cX5LuPg@public.gmane.org
QA Contact: nouveau-PD4FTy7X32lNgt0PjOBp9y5qC8QIuHrW@public.gmane.org
ostProcessing + Depth of Field Ultra gives bright white stuff in the foreground
making the game unplayable
Trace: https://drive.google.com/open?id=0B78S7GSrzebIaExsb1FNSUNPTDA
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* [Bug 95190] Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground
[not found] ` <bug-95190-8800-V0hAGp6uBxMKqLRl/0Ahz6D7qz1kEfGD2LY78lusg7I@public.gmane.org/>
@ 2016-04-28 21:50 ` bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ
2016-04-28 21:54 ` bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ
` (2 subsequent siblings)
3 siblings, 0 replies; 5+ messages in thread
From: bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ @ 2016-04-28 21:50 UTC (permalink / raw)
To: nouveau-PD4FTy7X32lNgt0PjOBp9y5qC8QIuHrW
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https://bugs.freedesktop.org/show_bug.cgi?id=95190
--- Comment #1 from Luzipher <luziphermcleod-CVfgzVlYcRg@public.gmane.org> ---
Created attachment 123330
--> https://bugs.freedesktop.org/attachment.cgi?id=123330&action=edit
Tomb Raider ultimate settings on radeonsi (r9 290x) just after applying
graphics settings (menu still open)
This also affects radeonsi, see attached image. Just after setting graphics to
ultimate it all turns white. "MESA_GL_VERSION_OVERRIDE=4.3
MESA_GLSL_VERSION_OVERRIDE=430" has no effect. Switching "Depth of Field" to
normal helps (Post Processing still switched on).
Mesa and LLVM version: current git (28.04.2016)
GPU: R9 290x
Kernel Driver: radeon (not amdgpu)
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^ permalink raw reply [flat|nested] 5+ messages in thread
* [Bug 95190] Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground
[not found] ` <bug-95190-8800-V0hAGp6uBxMKqLRl/0Ahz6D7qz1kEfGD2LY78lusg7I@public.gmane.org/>
2016-04-28 21:50 ` [Bug 95190] " bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ
@ 2016-04-28 21:54 ` bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ
2016-04-28 21:56 ` bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ
2016-04-28 22:17 ` bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ
3 siblings, 0 replies; 5+ messages in thread
From: bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ @ 2016-04-28 21:54 UTC (permalink / raw)
To: nouveau-PD4FTy7X32lNgt0PjOBp9y5qC8QIuHrW
[-- Attachment #1.1: Type: text/plain, Size: 495 bytes --]
https://bugs.freedesktop.org/show_bug.cgi?id=95190
--- Comment #2 from Ilia Mirkin <imirkin-FrUbXkNCsVf2fBVCVOL8/A@public.gmane.org> ---
The issue is in the const-to-uniform lowering... which affects all drivers.
Basically it has
const uvec4 int foo[200] = ...
foo[indirect]
foo[indirect]
foo[indirect]
which in turn leads that pass to do sad things. Samuel is looking at it now.
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^ permalink raw reply [flat|nested] 5+ messages in thread
* [Bug 95190] Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground
[not found] ` <bug-95190-8800-V0hAGp6uBxMKqLRl/0Ahz6D7qz1kEfGD2LY78lusg7I@public.gmane.org/>
2016-04-28 21:50 ` [Bug 95190] " bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ
2016-04-28 21:54 ` bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ
@ 2016-04-28 21:56 ` bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ
2016-04-28 22:17 ` bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ
3 siblings, 0 replies; 5+ messages in thread
From: bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ @ 2016-04-28 21:56 UTC (permalink / raw)
To: nouveau-PD4FTy7X32lNgt0PjOBp9y5qC8QIuHrW
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https://bugs.freedesktop.org/show_bug.cgi?id=95190
--- Comment #3 from Samuel Pitoiset <samuel.pitoiset-Re5JQEeQqe8AvxtiuMwx3w@public.gmane.org> ---
Yes, it's a bug in the GLSL compiler.
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^ permalink raw reply [flat|nested] 5+ messages in thread
* [Bug 95190] Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground
[not found] ` <bug-95190-8800-V0hAGp6uBxMKqLRl/0Ahz6D7qz1kEfGD2LY78lusg7I@public.gmane.org/>
` (2 preceding siblings ...)
2016-04-28 21:56 ` bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ
@ 2016-04-28 22:17 ` bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ
3 siblings, 0 replies; 5+ messages in thread
From: bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ @ 2016-04-28 22:17 UTC (permalink / raw)
To: nouveau-PD4FTy7X32lNgt0PjOBp9y5qC8QIuHrW
[-- Attachment #1.1: Type: text/plain, Size: 1923 bytes --]
https://bugs.freedesktop.org/show_bug.cgi?id=95190
Samuel Pitoiset <samuel.pitoiset-Re5JQEeQqe8AvxtiuMwx3w@public.gmane.org> changed:
What |Removed |Added
----------------------------------------------------------------------------
Severity|normal |major
Component|Drivers/DRI/nouveau |glsl-compiler
CC| |kenneth-xkhwgxqQjnbNLxjTenLetw@public.gmane.org,
| |samuel.pitoiset-Re5JQEeQqe8AvxtiuMwx3w@public.gmane.org
Assignee|nouveau-PD4FTy7X32lNgt0PjOBp93rCq3LdnpKM@public.gmane.org |idr-CC+yJ3UmIYqDUpFQwHEjaQ@public.gmane.org
|rg |
QA Contact|nouveau-PD4FTy7X32lNgt0PjOBp93rCq3LdnpKM@public.gmane.org |intel-3d-bugs-PD4FTy7X32mqWrfYKbYh0A@public.gmane.org
|rg |ktop.org
--- Comment #4 from Samuel Pitoiset <samuel.pitoiset-Re5JQEeQqe8AvxtiuMwx3w@public.gmane.org> ---
So, the issue is that the count_uniforms_size pass which is used to calculate
the storage requirements for a set of uniform has a bug for constant arrays.
The problem is that the pass aggregates the size of a constant array each time
it finds a reference in the shader source.
For example, in the attached shader, the lowering pass returns 95484k of
uniforms but it should be 1308k (327*4) (+ some other things). The 95484 is
computed as follow: 327 * 4 * 73 (number of occurences of icb in the shader).
I had a look at the code, and I think that the correct solution should be to do
this lowering pass only once for constant arrays (this will require to somehow
remember which one has been lowered though).
Ken, can you look into this?
Thanks in advance.
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2016-04-28 16:02 [Bug 95190] New: Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ
[not found] ` <bug-95190-8800-V0hAGp6uBxMKqLRl/0Ahz6D7qz1kEfGD2LY78lusg7I@public.gmane.org/>
2016-04-28 21:50 ` [Bug 95190] " bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ
2016-04-28 21:54 ` bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ
2016-04-28 21:56 ` bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ
2016-04-28 22:17 ` bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ
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