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    <body><span class="vcard"><a class="email" href="mailto:kenneth@whitecape.org" title="Kenneth Graunke <kenneth@whitecape.org>"> <span class="fn">Kenneth Graunke</span></a>
</span> changed
          <a class="bz_bug_link 
          bz_status_ASSIGNED "
   title="ASSIGNED - DiRT Rally has extreme graphical corruption and performance loss"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=109732">bug 109732</a>
          <br>
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          <tr>
            <th>What</th>
            <th>Removed</th>
            <th>Added</th>
          </tr>

         <tr>
           <td style="text-align:right;">Assignee</td>
           <td>intel-3d-bugs@lists.freedesktop.org
           </td>
           <td>kenneth@whitecape.org
           </td>
         </tr>

         <tr>
           <td style="text-align:right;">Status</td>
           <td>NEW
           </td>
           <td>ASSIGNED
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            <b><a class="bz_bug_link 
          bz_status_ASSIGNED "
   title="ASSIGNED - DiRT Rally has extreme graphical corruption and performance loss"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=109732#c4">Comment # 4</a>
              on <a class="bz_bug_link 
          bz_status_ASSIGNED "
   title="ASSIGNED - DiRT Rally has extreme graphical corruption and performance loss"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=109732">bug 109732</a>
              from <span class="vcard"><a class="email" href="mailto:kenneth@whitecape.org" title="Kenneth Graunke <kenneth@whitecape.org>"> <span class="fn">Kenneth Graunke</span></a>
</span></b>
        <pre>Narrowed this down a lot, finally!  st is doing more aggressive peephole select
than i965, causing the NIR to be a fmov.sat of a b32csel.  The backend compiler
is creating a csel instruction for this, and dropping the saturate on the
floor.  This result is used to determine whether to discard pixels, resulting
in a lot of garbage pixels being drawn.  Disabling opt_peephole_csel in the
backend fixes it.

The shader containing 02fd04ad_088a284a_e477969e_48f676f2 in a comment (2626 in
shader-db) renders the text and exhibits the problem nicely.

Now to figure out *why* the compiler is doing that...</pre>
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