[Bug 109404] [ANV] The Witcher 3 shadows flickering
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Mon Jan 28 09:36:38 UTC 2019
https://bugs.freedesktop.org/show_bug.cgi?id=109404
--- Comment #18 from Danylo <danylo.piliaiev at gmail.com> ---
What have I found on Friday:
The NIR I have attached is not a problem - it's a correct one as Jason
corrected me on IRC.
The issue seems to be even further down, in native code such comparison
generated:
asr.le.f0.0(8) null<1>D -g0<0,1,0>W 15D { align1 1Q };
...
(+f0.0) if(8) JIP: 128 UIP: 128 { align1 1Q };
The 15th bit of that register means:
0: Front Facing
1: Back Facing
Then it is negated to have:
0: Back Facing
~0: Front Facing
Then the *signed* .le (less or equal) with zero, as I see it - this is the
wrong part, ~0 < 0 when comparison is signed however the initial intention was
to have "false" in this comparison when triangle is front facing.
Manually changing null<1>D to null<1>UD fixes the issue.
How such comparison is created?
brw_fs_cmod_propagation.cpp, in opt_cmod_propagation_local, line 323 -
CONDITION_LE modifier is propagated when condition operates on two
REGISTER_TYPE_UD while scan_inst (opcode: asr) has dst: REGISTER_TYPE_D and
src: REGISTER_TYPE_W.
>From my point of view it's not a correct thing to do, but I'm not sure what to
do here.
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