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* [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper)
@ 2013-06-23  5:46 bugzilla-daemon
  2013-06-23  5:46 ` [Bug 66067] " bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

          Priority: medium
            Bug ID: 66067
          Assignee: dri-devel@lists.freedesktop.org
           Summary: Trine 2 color problems on Radeon HD 6770 (Juniper)
          Severity: normal
    Classification: Unclassified
                OS: All
          Reporter: nmiell@gmail.com
          Hardware: Other
            Status: NEW
           Version: git
         Component: Drivers/DRI/R600
           Product: Mesa

Created attachment 81244
  --> https://bugs.freedesktop.org/attachment.cgi?id=81244&action=edit
rendering with Mesa d282f4ea9b99e4eefec8ce0664cdf49d53d7b052

Trine 2 colors/lighting are wrong with Mesa 9.2 and current git
(d282f4ea9b99e4eefec8ce0664cdf49d53d7b052) on a Radeon HD 6770 Juniper XT.
Game renders correctly using the Catalyst drivers.

Colors are wrong enough to make some puzzles unsolvable because portions of the
screen are too dark to see.

Sample apitrace is at
https://docs.google.com/file/d/0B8G3Ivdx_-JNTV96YjgyNWplZ0U/edit?usp=sharing

Attached screenshots were generated using glretrace -b -S 5670984

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* [Bug 66067] Trine 2 color problems on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
@ 2013-06-23  5:46 ` bugzilla-daemon
  2013-06-23  5:47 ` bugzilla-daemon
                   ` (42 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2013-06-23  5:46 UTC (permalink / raw)
  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #1 from Nicholas Miell <nmiell@gmail.com> ---
Created attachment 81245
  --> https://bugs.freedesktop.org/attachment.cgi?id=81245&action=edit
rendering with Catalyst

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* [Bug 66067] Trine 2 color problems on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
  2013-06-23  5:46 ` [Bug 66067] " bugzilla-daemon
@ 2013-06-23  5:47 ` bugzilla-daemon
  2013-06-23 16:45 ` bugzilla-daemon
                   ` (41 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2013-06-23  5:47 UTC (permalink / raw)
  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=66067

Nicholas Miell <nmiell@gmail.com> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
  Attachment #81244|text/plain                  |image/png
          mime type|                            |

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* [Bug 66067] Trine 2 color problems on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
  2013-06-23  5:46 ` [Bug 66067] " bugzilla-daemon
  2013-06-23  5:47 ` bugzilla-daemon
@ 2013-06-23 16:45 ` bugzilla-daemon
  2013-06-23 18:20 ` bugzilla-daemon
                   ` (40 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2013-06-23 16:45 UTC (permalink / raw)
  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #2 from Alex Deucher <agd5f@yahoo.com> ---
This may be related to bug 36236.

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* [Bug 66067] Trine 2 color problems on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (2 preceding siblings ...)
  2013-06-23 16:45 ` bugzilla-daemon
@ 2013-06-23 18:20 ` bugzilla-daemon
  2013-07-05  5:30 ` bugzilla-daemon
                   ` (39 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2013-06-23 18:20 UTC (permalink / raw)
  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #3 from Nicholas Miell <nmiell@gmail.com> ---
Bug 36236 is about Trine, not Trine 2, but possibly.

There's also bug 60553, which involves Trine 2, but a Northerns Islands GPU and
differences in rendering when fullscreen vs. windowed.

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* [Bug 66067] Trine 2 color problems on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (3 preceding siblings ...)
  2013-06-23 18:20 ` bugzilla-daemon
@ 2013-07-05  5:30 ` bugzilla-daemon
  2013-07-05  5:30 ` bugzilla-daemon
                   ` (38 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2013-07-05  5:30 UTC (permalink / raw)
  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #4 from Nicholas Miell <nmiell@gmail.com> ---
Created attachment 82060
  --> https://bugs.freedesktop.org/attachment.cgi?id=82060&action=edit
Call 5654455, GL_COLOR_ATTACMENT0, Mesa

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* [Bug 66067] Trine 2 color problems on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (4 preceding siblings ...)
  2013-07-05  5:30 ` bugzilla-daemon
@ 2013-07-05  5:30 ` bugzilla-daemon
  2013-07-05  5:31 ` bugzilla-daemon
                   ` (37 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2013-07-05  5:30 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #5 from Nicholas Miell <nmiell@gmail.com> ---
Created attachment 82061
  --> https://bugs.freedesktop.org/attachment.cgi?id=82061&action=edit
Call 5654455, GL_COLOR_ATTACMENT0, Catalyst

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* [Bug 66067] Trine 2 color problems on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (5 preceding siblings ...)
  2013-07-05  5:30 ` bugzilla-daemon
@ 2013-07-05  5:31 ` bugzilla-daemon
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From: bugzilla-daemon @ 2013-07-05  5:31 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

Nicholas Miell <nmiell@gmail.com> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
  Attachment #82061|Call 5654455,               |Call 5654455,
        description|GL_COLOR_ATTACMENT0,        |GL_COLOR_ATTACHMENT0,
                   |Catalyst                    |Catalyst
  Attachment #82061|text/plain                  |image/png
          mime type|                            |

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* [Bug 66067] Trine 2 color problems on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (6 preceding siblings ...)
  2013-07-05  5:31 ` bugzilla-daemon
@ 2013-07-06  5:59 ` bugzilla-daemon
  2013-07-29 18:48 ` [Bug 66067] Trine 2's fragment normal buffer is mixtextured " bugzilla-daemon
                   ` (35 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2013-07-06  5:59 UTC (permalink / raw)
  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #6 from Nicholas Miell <nmiell@gmail.com> ---
It finally occurred to me to test the apitrace with Mesa
LIBGL_ALWAYS_SOFTWARE=1 and it was rendered correctly.

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (7 preceding siblings ...)
  2013-07-06  5:59 ` bugzilla-daemon
@ 2013-07-29 18:48 ` bugzilla-daemon
  2013-09-17 23:25 ` bugzilla-daemon
                   ` (34 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2013-07-29 18:48 UTC (permalink / raw)
  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=66067

Nicholas Miell <nmiell@gmail.com> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
            Summary|Trine 2 color problems on   |Trine 2's fragment normal
                   |Radeon HD 6770 (Juniper)    |buffer is mixtextured on
                   |                            |Radeon HD 6770 (Juniper)

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (8 preceding siblings ...)
  2013-07-29 18:48 ` [Bug 66067] Trine 2's fragment normal buffer is mixtextured " bugzilla-daemon
@ 2013-09-17 23:25 ` bugzilla-daemon
  2013-09-17 23:26 ` bugzilla-daemon
                   ` (33 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2013-09-17 23:25 UTC (permalink / raw)
  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #7 from Grigori Goronzy <greg@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 depth textures. According to the
ARB_fragment_program_shadow specification (Trine 2 uses those old assembly-like
shaders for some reason), it is undefined behaviour to sample from non-depth
textures. Obviously, Trine 2 relies on a certain behavior, i.e. that shadow
samplers are silently changed into normal 2D samplers when not sampling from
depth textures.

I have contacted Frozenbyte support, let's see if they'll do something about.
Otherwise we need to check if it is reasonably possible and sensible to
implement these undefined cases like other drivers. This might get ugly,
though.

If you just want to play the game and don't mind hacking mesa, try the nasty
patch I attached. This will break other applications, but makes Trine 2 work.

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (9 preceding siblings ...)
  2013-09-17 23:25 ` bugzilla-daemon
@ 2013-09-17 23:26 ` bugzilla-daemon
  2013-09-18  0:52 ` bugzilla-daemon
                   ` (32 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2013-09-17 23:26 UTC (permalink / raw)
  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #8 from Grigori Goronzy <greg@chown.ath.cx> ---
Created attachment 86032
  --> https://bugs.freedesktop.org/attachment.cgi?id=86032&action=edit
Hack to force SAMPLE instruction even for 2D shadow samplers

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (10 preceding siblings ...)
  2013-09-17 23:26 ` bugzilla-daemon
@ 2013-09-18  0:52 ` bugzilla-daemon
  2013-09-18  1:37 ` bugzilla-daemon
                   ` (31 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2013-09-18  0:52 UTC (permalink / raw)
  To: dri-devel


[-- Attachment #1.1: Type: text/plain, Size: 855 bytes --]

https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #9 from Nicholas Miell <nmiell@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 is only defined for depth textures. According to the
> ARB_fragment_program_shadow specification (Trine 2 uses those old
> assembly-like shaders for some reason), it is undefined behaviour to sample
> from non-depth textures.

ARB_fragment_program_shadow may leave it undefined, but the GL spec says the
texture unit operates in the normal manner and texture comparison is bypassed
if the currently bound texture's base internal format is not DEPTH_COMPONENT or
DEPTH_STENCIL.

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (11 preceding siblings ...)
  2013-09-18  0:52 ` bugzilla-daemon
@ 2013-09-18  1:37 ` bugzilla-daemon
  2013-09-18  1:55 ` bugzilla-daemon
                   ` (30 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2013-09-18  1:37 UTC (permalink / raw)
  To: dri-devel


[-- Attachment #1.1: Type: text/plain, Size: 943 bytes --]

https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #10 from Nicholas Miell <nmiell@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 are like other projective textures, except that instead of
returning a texture color,tex2Dproj returns a value representing shadow
coverage. The underlying hardware implementation automatically recognizes when
a texture is a depth texture (instead of a color texture) and performs the
shadow map comparison instead of an ordinary texture fetch."

I suspect that the Cg compiler always compiles tex2Dproj to a TEX instruction
with the SHADOW2D target and relies on OpenGL implementations always
transparently using normal sampling on non-depth non-stencil textures.

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (12 preceding siblings ...)
  2013-09-18  1:37 ` bugzilla-daemon
@ 2013-09-18  1:55 ` bugzilla-daemon
  2013-09-18  4:16 ` bugzilla-daemon
                   ` (29 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2013-09-18  1:55 UTC (permalink / raw)
  To: dri-devel


[-- Attachment #1.1: Type: text/plain, Size: 746 bytes --]

https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #11 from Grigori Goronzy <greg@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 its own rules. The extension
specification clearly states that behaviour is undefined.

Besides, OpenGL contradicts itself a little bit: in GL 4.4 spec, 15.2.1 it
states that behaviour is undefined for this case, too. It makes much more sense
anyway, shadow sampling is wildly different from sampling a texture normally in
terms of what the sampling result look like.

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^ permalink raw reply	[flat|nested] 45+ messages in thread

* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (13 preceding siblings ...)
  2013-09-18  1:55 ` bugzilla-daemon
@ 2013-09-18  4:16 ` bugzilla-daemon
  2013-09-21  1:09 ` bugzilla-daemon
                   ` (28 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2013-09-18  4:16 UTC (permalink / raw)
  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #12 from Nicholas Miell <nmiell@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 is separate from that and has its own rules. The
> extension specification clearly states that behaviour is undefined.
> 
Section 8.23.1 of the GL 4.4 spec, which I paraphrased in comment #9.

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (14 preceding siblings ...)
  2013-09-18  4:16 ` bugzilla-daemon
@ 2013-09-21  1:09 ` bugzilla-daemon
  2014-02-08 20:57 ` bugzilla-daemon
                   ` (27 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2013-09-21  1:09 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #13 from Roland Scheidegger <sroland@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 GLSL shaders.
> > ARB_fragment_program is separate from that and has its own rules. The
> > extension specification clearly states that behaviour is undefined.
> > 
> Section 8.23.1 of the GL 4.4 spec, which I paraphrased in comment #9.

This only covers the DEPTH_TEXTURE_MODE but not the shadow target of
arb_fragment_program_shadow.
To quote from there:
How should ARB_fragment_program_shadow function?
        a. Simply remove the interaction with ARB_shadow so that
           TEXTURE_COMPARE_MODE behaves exactly as specified in the
           OpenGL 1.4 specification.
        b. Add "SHADOW" targets to texture lookup instructions.
           TEXTURE_COMPARE_MODE is ignored.  For samples from a SHADOW target
           TEXTURE_COMPARE_MODE is treated as COMPARE_R_TO_TEXTURE;
           otherwise, it is treated as NONE.
        c. Like (b), but with undefined results if TEXTURE_COMPARE_MODE and/or
           the internal format of the texture does not match the target.
        d. A hybrid of (a) and (b), where the SHADOW target means to use the
           TEXTURE_COMPARE_MODE state.

      RESOLVED - Option c, undefined behavior when the target and
      mode do not match.

So if the cg compiler really does something as you suggested it is simply crazy
to expect this to work. At least I see absolutely nothing why that GL wording
somehow would apply to this (non-core) extension.

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

Andreas Boll <andreas.boll.dev@gmail.com> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
          Component|Drivers/DRI/R600            |Drivers/Gallium/r600

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

Nicholas Miell <nmiell@gmail.com> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
             Blocks|                            |77449

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

Sylvain BERTRAND <sylvain.bertrand@gmail.com> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
                 CC|                            |sylvain.bertrand@gmail.com

--- Comment #14 from Sylvain BERTRAND <sylvain.bertrand@gmail.com> ---
*** Bug 78262 has been marked as a duplicate of this bug. ***

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #15 from smoki <smoki00790@gmail.com> ---

 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 darkness in Trine 2 disappear...
i mean render much nearly correct :), only some little parts remain being black
:).

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #16 from Nicholas Miell <nmiell@gmail.com> ---
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 to silently fallback
to ordinary sampling, and it expects this behavior because that's what the real
vendor drives do in this circumstance.

This is very easy to observe even without using apitrace and looking at
components of the FBO: just create a box with the wizard character and watch
the gears animate -- they'll pulse between dark and glowing instead of being
correctly lit by the light sources in the scene. You can see this by comparing
the first two screenshots attached to this bug -- in the Catalyst rendered
scene, the cubes in the lower right are lit by the adjacent light, in the Mesa
scene they're essentially random.

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (20 preceding siblings ...)
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #17 from smoki <smoki00790@gmail.com> ---

 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 (Sylvain from comment
14 may confirm that with radeonsi). It was like this
https://bugs.freedesktop.org/attachment.cgi?id=99363 and now is much better,
but not complitely correct yet.

 Sorry it is just that radeonsi is now in the same state as r600 to actually
have this bug you describe :).

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #18 from Marek Olšák <maraeo@gmail.com> ---
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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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #19 from Grigori Goronzy <greg@chown.ath.cx> ---
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
fixed this, despite promising to do so. :(

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #20 from Marek Olšák <maraeo@gmail.com> ---
(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 recompiles shaders. The GL
spec says that if GL_TEXTURE_COMPARE_MODE doesn't match the sampler type, the
behavior is undefined.

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #21 from Michel Dänzer <michel@daenzer.net> ---
Created attachment 102470
  --> https://bugs.freedesktop.org/attachment.cgi?id=102470&action=edit
radeonsi: Handle sampler depth compare mode

This Mesa patch seems to fix the apitrace for me. Can you confirm?

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #22 from Michel Dänzer <michel@daenzer.net> ---
Note that this patch is radeonsi specific, I'm afraid the same approach is not
possible with r600g.

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #23 from smoki <smoki00790@gmail.com> ---
(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 tried this patch and this works fine for me on Kabini
(Radeon 8400), 'glretrace -b -S 5670984' produce same image as Catalyst. Cool
:).

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #24 from Marek Olšák <maraeo@gmail.com> ---
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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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #25 from smoki <smoki00790@gmail.com> ---
(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 me. Can you confirm?
> 
> 
>  I can confirm :) i tried this patch and this works fine for me on Kabini
> (Radeon 8400), 'glretrace -b -S 5670984' produce same image as Catalyst.
> Cool :).

 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 :).

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #26 from Nicholas Miell <nmiell@gmail.com> ---
(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 every single sampler.

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #27 from smoki <smoki00790@gmail.com> ---
 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 shaders setting.

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (31 preceding siblings ...)
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@ 2014-12-13  5:26 ` bugzilla-daemon
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  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #28 from Daniel Scharrer <daniel@constexpr.org> ---
Created attachment 110801
  --> https://bugs.freedesktop.org/attachment.cgi?id=110801&action=edit
LD_PRELOAD library to fix Trine's ARB shaders

Trine Enchanted Edition (port/remake of Trine 1 in the Trine 2 engine) has the
same lighting problem.

Since the attached radeonsi patch no longer applies, I have created a small
LD_PRELOAD library to change all instances of " SHADOW2D;" to "       2D;" in
ARB shaders. Using this confirms that it's still the same bug.

Obviously fglrx somehow silently falls back to non-shadow samplers. Is this
also the case for the nvidia driver with ARB shaders or does that just get fed
Cg shaders directly? If so, would it be feasible for Mesa to include something
like the "Handle sampler depth compare mode" but for ARB shaders only? Or at
least a drirc option - either to decide based on the compare mode or to disable
shadow samplers completely?

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (32 preceding siblings ...)
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@ 2014-12-13  5:38 ` bugzilla-daemon
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From: bugzilla-daemon @ 2014-12-13  5:38 UTC (permalink / raw)
  To: dri-devel


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https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #29 from Nicholas Miell <nmiell@gmail.com> ---
Does it ever actually sample from a depth texture or is unconditionally
converting the SHADOW2D to 2D safe?

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (33 preceding siblings ...)
  2014-12-13  5:38 ` bugzilla-daemon
@ 2014-12-13  9:21 ` bugzilla-daemon
  2015-09-13 20:02 ` bugzilla-daemon
                   ` (8 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2014-12-13  9:21 UTC (permalink / raw)
  To: dri-devel


[-- Attachment #1.1: Type: text/plain, Size: 760 bytes --]

https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #30 from Daniel Scharrer <daniel@constexpr.org> ---
(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 (GL_DEPTH_COMPONENT* and
GL_DEPTH*_STENCIL*) are only ever used for renderbuffers. I also haven't
noticed any visual problems with the shadows other than ones that are also
there with fglrx.

No idea if this is true for the whole game and for all video settings (I only
tried Very High graphics detail + FXAA + 2xSSAA). It can also of course change
with future updates.

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (34 preceding siblings ...)
  2014-12-13  9:21 ` bugzilla-daemon
@ 2015-09-13 20:02 ` bugzilla-daemon
  2015-09-13 22:47 ` bugzilla-daemon
                   ` (7 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2015-09-13 20:02 UTC (permalink / raw)
  To: dri-devel


[-- Attachment #1.1: Type: text/plain, Size: 1416 bytes --]

https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #31 from Daniel Scharrer <daniel@constexpr.org> ---
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 files.

Changing the tex2Dproj() calls to use the correct overload by replacing
"tex2Dproj(cookieMap, IN.LightSpacePos)" with "tex2Dproj(cookieMap,
IN.LightSpacePos.xyw)" in kAGE_phong.cgfx and kAGE_phong_simple.cgfx fixes it
for me. I've sent an email to the developer so hopefully this will be fixed in
the game.

Meanwhile Trine is still broken on radeonsi. Since it works with fglrx, do we
know how it handles mismatched GL_TEXTURE_COMPARE_MODE and sampler in the
shader?

> I suspect that the Cg compiler always compiles tex2Dproj to a TEX instruction with the SHADOW2D target and relies on OpenGL implementations always transparently using normal sampling on non-depth non-stencil textures.

It selects between the 2D and SHADOW2D samplers based on the number of
components in the coordinate vector. This matches the documentation [1] which,
unlike the tutorial you quoted, makes no mention of the shadow test depending
on the texture format or compare mode.

[1] http://http.developer.nvidia.com/Cg/tex2Dproj.html

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (35 preceding siblings ...)
  2015-09-13 20:02 ` bugzilla-daemon
@ 2015-09-13 22:47 ` bugzilla-daemon
  2015-09-30 13:04 ` bugzilla-daemon
                   ` (6 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2015-09-13 22:47 UTC (permalink / raw)
  To: dri-devel


[-- Attachment #1.1: Type: text/plain, Size: 953 bytes --]

https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #32 from Nicholas Miell <nmiell@gmail.com> ---
(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, unlike the tutorial you quoted, makes no mention of the shadow test
> depending on the texture format or compare mode.
> 
> [1] http://http.developer.nvidia.com/Cg/tex2Dproj.html

Yeah, my understanding and explanation as recorded in this bug is scattershot,
misleading, and wrong.

I've meant to update it with an accurate summary of the problem, but there
seemed to be hostility towards the idea of matching nvidia's behavior instead
of demanding everybody else change their (technically buggy but in practice
perfectly correct) software so I haven't bothered.

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^ permalink raw reply	[flat|nested] 45+ messages in thread

* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (36 preceding siblings ...)
  2015-09-13 22:47 ` bugzilla-daemon
@ 2015-09-30 13:04 ` bugzilla-daemon
  2016-02-13  1:02 ` bugzilla-daemon
                   ` (5 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2015-09-30 13:04 UTC (permalink / raw)
  To: dri-devel


[-- Attachment #1.1: Type: text/plain, Size: 388 bytes --]

https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #33 from Marek Olšák <maraeo@gmail.com> ---
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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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (37 preceding siblings ...)
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@ 2016-02-13  1:02 ` bugzilla-daemon
  2016-02-13  3:57 ` bugzilla-daemon
                   ` (4 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2016-02-13  1:02 UTC (permalink / raw)
  To: dri-devel


[-- Attachment #1.1: Type: text/plain, Size: 1049 bytes --]

https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #34 from Daniel Scharrer <daniel@constexpr.org> ---
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 this (as I have for the other affected
games) but I fear that this problem will just keep coming up - especially with
the NVIDIA driver ignoring the shadow sampler from the shader and Catalyst also
having a workaround (at least the Trine games rendered correctly with it the
last time I tried). Additionally at one of the developers I have contacted
suggested they are unlikely to release another patch so this will likely remain
broken.

Would it be possible to - instead of branching in the shader - create shader
variants if the TEXTURE_COMPARE_MODE does not match up with the use in the
shader?

Again, would be good to know how the blob handles this.

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (38 preceding siblings ...)
  2016-02-13  1:02 ` bugzilla-daemon
@ 2016-02-13  3:57 ` bugzilla-daemon
  2016-02-13  4:02 ` bugzilla-daemon
                   ` (3 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2016-02-13  3:57 UTC (permalink / raw)
  To: dri-devel


[-- Attachment #1.1: Type: text/plain, Size: 2978 bytes --]

https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #35 from Roland Scheidegger <sroland@vmware.com> ---
(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 in other shaders.
> 
> I've contacted the developers about this (as I have for the other affected
> games) but I fear that this problem will just keep coming up - especially
> with the NVIDIA driver ignoring the shadow sampler from the shader and
> Catalyst also having a workaround (at least the Trine games rendered
> correctly with it the last time I tried). Additionally at one of the
> developers I have contacted suggested they are unlikely to release another
> patch so this will likely remain broken.
> 
> Would it be possible to - instead of branching in the shader - create shader
> variants if the TEXTURE_COMPARE_MODE does not match up with the use in the
> shader?
Possible, sure. Essentially you'd have to put a mask into the shader key
indicating which texture units have the PIPE_TEX_COMPARE_R_TO_TEXTURE bit set
in the sampler (well, for used units and only those which actually have shadow
targets). But then you'd have a dependency on sampler changes so you'd need to
recheck that on changes there and recompile (well, recompilation shouldn't be
an issue, as you'd only ever have to do it for those totally broken shaders,
and only once for each shader).

I blame cg - makes it super easy to mistakenly use the shadow variant of a
texture instruction. At least I haven't seen anyone mistakenly using shadow
variant with glsl... I'm wondering though why anyone is still using that stuff.

> Again, would be good to know how the blob handles this.
It would be possible to recognize this bug only on ARB_program shaders, so you
only have some extra cost there - that is make some shader key there and
recompile if it doesn't match currently bound samplers. This actually should be
easier - core gl requires depth_compare_mode being ignored for non-depth
textures (which is why the sampler code in mesa/st checks the base format and
only sets depth compare mode with depth textures) but there is no such
requirement in ARB_fp_shadow as this needs to match (well, just as it needs to
match the target in the shader... just don't tell me the apps don't get this
right neither...). This means you don't have a dependency on the bound
textures, only samplers. I suppose it could be done in the mesa state tracker
that way outside of drivers but I'm not sure if anyone is really thrilled...
Those shaders are really simply terribly broken, broken, broken (and people are
probably less interested in trying to come up with some quite hacky, creative
workarounds if it's really clearly the fault of others...) - there's very good
reasons behavior is undefined for such shaders.

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^ permalink raw reply	[flat|nested] 45+ messages in thread

* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (39 preceding siblings ...)
  2016-02-13  3:57 ` bugzilla-daemon
@ 2016-02-13  4:02 ` bugzilla-daemon
  2016-02-13  4:29 ` bugzilla-daemon
                   ` (2 subsequent siblings)
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2016-02-13  4:02 UTC (permalink / raw)
  To: dri-devel


[-- Attachment #1.1: Type: text/plain, Size: 509 bytes --]

https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #36 from Roland Scheidegger <sroland@vmware.com> ---
(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 invoke
the additional checks only then (as I don't think you'd ever see that bug
outside of cg generated programs).

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (40 preceding siblings ...)
  2016-02-13  4:02 ` bugzilla-daemon
@ 2016-02-13  4:29 ` bugzilla-daemon
  2016-02-13 18:01 ` bugzilla-daemon
  2019-09-18 19:04 ` bugzilla-daemon
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2016-02-13  4:29 UTC (permalink / raw)
  To: dri-devel


[-- Attachment #1.1: Type: text/plain, Size: 632 bytes --]

https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #37 from Nicholas Miell <nmiell@gmail.com> ---
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.

Alternately, you could just disable it entirely by default and include a
driconf option.

The fact remains that the games work correctly on other OpenGL implementations
and are ancient enough that they're no longer supported and will never be
fixed.

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
                   ` (41 preceding siblings ...)
  2016-02-13  4:29 ` bugzilla-daemon
@ 2016-02-13 18:01 ` bugzilla-daemon
  2019-09-18 19:04 ` bugzilla-daemon
  43 siblings, 0 replies; 45+ messages in thread
From: bugzilla-daemon @ 2016-02-13 18:01 UTC (permalink / raw)
  To: dri-devel


[-- Attachment #1.1: Type: text/plain, Size: 1406 bytes --]

https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #38 from Roland Scheidegger <sroland@vmware.com> ---
(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
> post-processed to strip out all the comments.
> 
> Alternately, you could just disable it entirely by default and include a
> driconf option.

Actually I suppose in theory it would be possible to do this in the state
tracker with relatively little overhead. You'd just have to validate the shadow
targets the first time you draw for arb_fp shaders iff they have shadow sampler
dcls and change them to non-shadow if the samplers don't have compare mode set
(it would have to be conditional on a driconf variable though that way, because
if you only validate the first time it would break conformant apps which happen
to have the samplers wrong the first time they draw which could for instance
happen if they try to force early compilation). Afterwards no further
validation should be required.
Not sure it's all that feasible though, for instance shader validation happens
before texture/sampler validation so you'd need to be careful, probably would
make the code somewhat ugly just for fixing broken shaders...

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* [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)
  2013-06-23  5:46 [Bug 66067] New: Trine 2 color problems on Radeon HD 6770 (Juniper) bugzilla-daemon
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@ 2019-09-18 19:04 ` bugzilla-daemon
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From: bugzilla-daemon @ 2019-09-18 19:04 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=66067

GitLab Migration User <gitlab-migration@fdo.invalid> changed:

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

--- Comment #39 from GitLab Migration User <gitlab-migration@fdo.invalid> ---
-- GitLab Migration Automatic Message --

This bug has been migrated to freedesktop.org's GitLab instance and has been
closed from further activity.

You can subscribe and participate further through the new bug through this link
to our GitLab instance: https://gitlab.freedesktop.org/mesa/mesa/issues/444.

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2019-09-18 19:04 ` bugzilla-daemon

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