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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - The Bard's Tale (2005, native) has rendering issues"
href="https://bugs.freedesktop.org/show_bug.cgi?id=91056#c3">Comment # 3</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - The Bard's Tale (2005, native) has rendering issues"
href="https://bugs.freedesktop.org/show_bug.cgi?id=91056">bug 91056</a>
from <span class="vcard"><a class="email" href="mailto:imirkin@alum.mit.edu" title="Ilia Mirkin <imirkin@alum.mit.edu>"> <span class="fn">Ilia Mirkin</span></a>
</span></b>
<pre>(In reply to Béla Gyebrószki from <a href="show_bug.cgi?id=91056#c2">comment #2</a>)
<span class="quote">> The game shows the rendering issues with NV50_PROG_OPTIMIZE=1 as well.
>
> I found that it's sufficient to change either
> RUN_PASS(1, CopyPropagation, run);
>
> or
>
> RUN_PASS(1, LoadPropagation, run);
>
> to '2' and the game renders properly with NV50_PROG_OPTIMIZE=1 (those black
> bars remained whatever I changed though).</span >
Interesting that it's *either*. I guess some instruction claims that it can
accept things (in the code) that it, in actuality, can't. I assume you don't
see any INVALID_OPCODE messages in dmesg?
The simplest next step is to find a draw call (using qapitrace) that renders
properly without the optimizations but improperly with. Once you've identified
the call number, the simplest thing would be to then run 'glretrace -D $call'
through valgrind-mmt both ways, which, via 'demmt', should allow you to easily
see what shaders were used in that last call.</pre>
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