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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [radeonsi, apitrace] Missing textures and geometry in "Middle-earth: Shadow of Mordor""
href="https://bugs.freedesktop.org/show_bug.cgi?id=92059#c13">Comment # 13</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [radeonsi, apitrace] Missing textures and geometry in "Middle-earth: Shadow of Mordor""
href="https://bugs.freedesktop.org/show_bug.cgi?id=92059">bug 92059</a>
from <span class="vcard"><a class="email" href="mailto:kai@dev.carbon-project.org" title="Kai <kai@dev.carbon-project.org>"> <span class="fn">Kai</span></a>
</span></b>
<pre>(In reply to Ilia Mirkin from <a href="show_bug.cgi?id=92059#c12">comment #12</a>)
<span class="quote">> (In reply to Kai from <a href="show_bug.cgi?id=92059#c11">comment #11</a>)
> > (In reply to Ilia Mirkin from <a href="show_bug.cgi?id=92059#c10">comment #10</a>)
> > > (In reply to Timothy Arceri from <a href="show_bug.cgi?id=92059#c9">comment #9</a>)
> > > > (In reply to Ilia Mirkin from <a href="show_bug.cgi?id=92059#c7">comment #7</a>)
> > > > > (In reply to Kai from <a href="show_bug.cgi?id=92059#c5">comment #5</a>)
> > > > > > Also, the game seems to choke on the missing AoA functionality or at least
> > > > > > doesn't check whether it can use AoA:
> > > > > > > 0:9(23): error: GL_ARB_arrays_of_arrays required for defining arrays of arrays
> > > > >
> > > > > I guess line 9 is: out vec4 vControlPoint[][2];
> > > > >
> > > > > Which should work without AoA. I wonder if this was recently broken by the
> > > > > AoA support patches... Or maybe it started out broken.
> > > >
> > > > It seems to me that this should fail, and is correctly doing so. From the
> > > > tessellation spec:
> > > >
> > > > [...]
> > > >
> > > > Is there something I'm missing?
> > >
> > > Quite right. I forgot about that little bit in the spec. So the issue here
> > > is that (a) AoA isn't supported in mesa, (b) even if it was, the shader
> > > doesn't enable it. Without that, you can't have plain per-vertex array
> > > outputs in TCS.
> >
> > So, I should probably report this bug to Ferral Interactive (studio
> > responsible for the Linux port), right?
>
> That would be ideal.</span >
Done (by e-mail). Lets see, if I hear back from them or if they fix it.
<span class="quote">> > > You could force-enable it by setting force_glsl_extensions_warn=1 and
> > > MESA_EXTENSION_OVERRIDE=GL_ARB_arrays_of_arrays ... I think.
> >
> > The correct override is:
> > # force_glsl_extensions_warn=true
> > MESA_EXTENSION_OVERRIDE=GL_ARB_arrays_of_arrays
> > Setting force_glsl_extension_warn=1 leads to an error. And indeed, setting
> > those two environment variables leads to visible characters in the game, see
> > the attached screenshot.
> >
> > Should this bug be renamed to »[radeonsi] Implement GL_ARB_arrays_of_arrays
> > for "Middle-earth: Shadow of Mordor"« then?
>
> As I mentioned, merely having the ext available wouldn't make that shader
> compile. The ext would also have to be enabled in the shader.</span >
Yes, I understand. But this would still leave radeonsi without required
functionality. So making this bug about enabling GL_ARB_arrays_of_arrays for an
application that (pretends*) to need it, seemed reasonable and more
descriptive.
* I've played about 30 minutes now with those environment variables set and
haven't noticed any visual corruption on radeonsi which doesn't expose
GL_ARB_arrays_of_arrays. So I'm not sure if the game actually *needs* the
extension?</pre>
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