[Mesa-dev] [Bug 93551] Divinity: Original Sin Enhanced Edition(Native) crash on start
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Sun May 8 01:01:09 UTC 2016
https://bugs.freedesktop.org/show_bug.cgi?id=93551
--- Comment #23 from Karol Herbst <freedesktop at karolherbst.de> ---
(In reply to Jamey Sharp from comment #17)
> (In reply to Ernst Sjöstrand from comment #16)
> > Yes I know because when I merged in
> > https://github.com/karolherbst/mesa/commits/ARB_shading_language_include I
> > suddenly got a loading progress bar and a splash screen. However at 95% it
> > crashed like this instead:
>
> Oh, I never tested Karol's patches and didn't entirely understand them, to
> be honest. I don't think those patches actually tried to fix the
> ApplyConstants crash, just the lack of ARB_shading_language_include. Would
> you try my patch instead? It's merged to Mesa git master now (thanks
> Timothy!), so you can just build stock Mesa.
>
> I've just re-tested that Mesa commit
> cf6dadb00b93b828e8cc95e8136d4c2013d76e40, which was the newest when I
> checked a few minutes ago, works with this game for me on Intel graphics.
>
> I'm using two workarounds in addition to the Mesa fix. One is
> MESA_GL_VERSION_OVERRIDE=4.2. The other is to configure the game to cap its
> frame-rate to 15 fps, because if the game renders frames too quickly, I get
> all sorts of wrong drawing. (Sarah glanced at it and thought it might be
> missing sync fences or some such thing, leading to some rendering finishing
> after the buffer swap.)
>
> Even then I have some textures getting sprayed on the screen in places they
> shouldn't be and UI icons often failing to show up at all, but the game is
> fairly playable for me.
>
> If you still get the ApplyConstants crash with the git master version of
> Mesa, I'm afraid you're going to have to do more debugging to find out why,
> since I can't reproduce the problem any more.
not entirely true. Yes they partly implement ARB_shading_language_include, But
I also hacked around the compile status thing. And then you need a 4.2 context.
Anyhow, their engine requires ARB_shading_language_include, GL4.2 and
595d56cc866638f371626cc1d0137a6a54a7d0f8
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