[Bug 109601] [Regression] RuneLite GPU rendering broken on 18.3.x
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Sun Feb 10 16:29:05 UTC 2019
https://bugs.freedesktop.org/show_bug.cgi?id=109601
--- Comment #6 from Lionel Landwerlin <lionel.g.landwerlin at linux.intel.com> ---
Some more digging shows that it seems to be a geometry shader has the issue.
Disabling the replacement only on that shader fixes the issue (this replacement
is also used in a compute shader).
Here is the code of the geometry shader :
/*
* Copyright (c) 2018, Adam <Adam at sigterm.info>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE
FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#version 330
#define PI 3.1415926535897932384626433832795f
#define UNIT PI / 1024.0f
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
layout(std140) uniform uniforms {
int cameraYaw;
int cameraPitch;
int centerX;
int centerY;
int zoom;
int cameraX;
int cameraY;
int cameraZ;
ivec2 sinCosTable[2048];
};
uniform mat4 projectionMatrix;
in ivec3 vPosition[];
in vec4 vColor[];
in float vHsl[];
in vec4 vUv[];
in float vFogAmount[];
out vec4 Color;
out float fHsl;
out vec4 fUv;
out float fogAmount;
/*
* Copyright (c) 2018, Adam <Adam at sigterm.info>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE
FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/*
* Convert a vertex to screen space
*/
ivec3 toScreen(ivec3 vertex, int cameraYaw, int cameraPitch, int centerX, int
centerY, int zoom) {
int yawSin = int(65536.0f * sin(cameraYaw * UNIT));
int yawCos = int(65536.0f * cos(cameraYaw * UNIT));
int pitchSin = int(65536.0f * sin(cameraPitch * UNIT));
int pitchCos = int(65536.0f * cos(cameraPitch * UNIT));
int rotatedX = ((vertex.z * yawSin) + (vertex.x * yawCos)) >> 16;
int rotatedZ = ((vertex.z * yawCos) - (vertex.x * yawSin)) >> 16;
int var13 = ((vertex.y * pitchCos) - (rotatedZ * pitchSin)) >> 16;
int var12 = ((vertex.y * pitchSin) + (rotatedZ * pitchCos)) >> 16;
int x = rotatedX * zoom / var12 + centerX;
int y = var13 * zoom / var12 + centerY;
int z = -var12; // in OpenGL depth is negative
return ivec3(x, y, z);
}
void main() {
ivec3 cameraPos = ivec3(cameraX, cameraY, cameraZ);
ivec3 screenA = toScreen(vPosition[0] - cameraPos, cameraYaw, cameraPitch,
centerX, centerY, zoom);
ivec3 screenB = toScreen(vPosition[1] - cameraPos, cameraYaw, cameraPitch,
centerX, centerY, zoom);
ivec3 screenC = toScreen(vPosition[2] - cameraPos, cameraYaw, cameraPitch,
centerX, centerY, zoom);
if (-screenA.z < 50 || -screenB.z < 50 || -screenC.z < 50) {
// the client does not draw a triangle if any vertex distance is <50
return;
}
vec4 tmp = vec4(screenA.xyz, 1.0);
Color = vColor[0];
fHsl = vHsl[0];
fUv = vUv[0];
fogAmount = vFogAmount[0];
gl_Position = projectionMatrix * tmp;
EmitVertex();
tmp = vec4(screenB.xyz, 1.0);
Color = vColor[1];
fHsl = vHsl[1];
fUv = vUv[1];
fogAmount = vFogAmount[1];
gl_Position = projectionMatrix * tmp;
EmitVertex();
tmp = vec4(screenC.xyz, 1.0);
Color = vColor[2];
fHsl = vHsl[2];
fUv = vUv[2];
fogAmount = vFogAmount[2];
gl_Position = projectionMatrix * tmp;
EmitVertex();
EndPrimitive();
}
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