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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Tomb Raider: Underworld renders lots of artefacts on models and objects"
href="https://bugs.freedesktop.org/show_bug.cgi?id=91247#c2">Comment # 2</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Tomb Raider: Underworld renders lots of artefacts on models and objects"
href="https://bugs.freedesktop.org/show_bug.cgi?id=91247">bug 91247</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>Created <span class=""><a href="attachment.cgi?id=117125" name="attach_117125" title="vert shader at failing call">attachment 117125</a> <a href="attachment.cgi?id=117125&action=edit" title="vert shader at failing call">[details]</a></span>
vert shader at failing call
OK, so in my trimmed trace,
<a href="http://people.freedesktop.org/~imirkin/traces/tru-trim.trace.xz">http://people.freedesktop.org/~imirkin/traces/tru-trim.trace.xz</a>
it seems like things start going wrong on API call 424136 (I ran apitrace
dump-images with '*/draw' and then did the diff-images thing).
Coincidentally, right before this happens, it does glDepthFunc(GL_EQUAL) [which
is *nuts*] and glDepthRange(0, 0.98).
I need to see if nuking that glDepthRange call causes llvmpipe to generate the
same image for that draw call. Also see if there are any funny depth-related
bits we know about... ugh.
Still bothering me is that apitrace is returning broken-looking depth surfaces.
The previous draws all had glDepthRange(0.98, 1)... coincidence? And the shader
will end up generating very negative z values, which will map to a depth range
of 0.98 I guess?</pre>
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