[Mesa-dev] MESA and KOTOR
Federico Dossena
dossenus91 at gmail.com
Wed Sep 27 08:31:54 UTC 2017
Yes his work was on radeonsi, but the patch that he says fixes the crash
with framebuffer effects and soft shadows was in the state tracker.
Link: https://patchwork.freedesktop.org/patch/68298/
The patch never made it to master, and the files touched seem to have
changed a lot since he made this patch, so it does not apply. I tried to
make some changes myself but I don't really know what I'm doing here to
be honest.
Do you know what I could do to get the same behaviour?
Thanks
On 2017-09-27 10:25, Marek Olšák wrote:
> Pbuffers are problematic because it's an ancient feature that nobody
> cares about anymore.
>
> I think Miklos made KOTOR work on radeonsi or r600.
>
> Marek
>
> On Mon, Sep 25, 2017 at 6:50 PM, Federico Dossena <dossenus91 at gmail.com> wrote:
>> Hello everyone,
>> you may remember that a few months ago I was trying to fix KOTOR to work
>> with Mesa to use the Gallium llvmpipe software renderer.
>>
>> Well, it's been a while and I'm happy to see that things are a bit better
>> with Mesa 17.2. The game still crashes, but we're closer to fixing it.
>>
>> Here's what I found using 17.2.1:
>> With frame buffer effects and soft shadows the game crashes at the end of
>> loading; the crash is inside a function that amongst other things, generates
>> mipmaps for a texture used in a pbuffer (function at offset 2FB37D in my
>> exe).
>> The crash happens when gluBuild2DMipmaps is called, however doesn't seem to
>> be a null pointer like it was back in march: it's an access violation
>> alright but no longer a null pointer. So I think it's a different, hopefully
>> simpler, problem.
>>
>> Back in march, Miklòs Màté suggested that changing the checks for the pixel
>> format could fix the problem, and he was right; without those checks we
>> definitely got a step closer to fixing it.
>>
>> My first thought was to just NOP the entire section that generates mipmaps
>> and a bit of code later that uses it. The game no longer crashes, however it
>> displays nothing, but I can hear it running in background. So this is the
>> last issue! We're almost there!
>>
>> Now, I'm bothering you again because I think that at this point it's just a
>> problem with the texture format used there. The call to gluBuild2DMipmaps
>> uses LuminanceAlpha' as texture format as well as internal format (0x190a).
>> I tried changing it to RGB and RGBA just to try something, but that didn't
>> work because I guess the texture was already generated with another format.
>>
>> What could I do to investigate this further? And where should I look inside
>> Mesa if I wanted to say... force a specific texture format for pbuffers?
>>
>> I feel that we're very close to fixing this. Your help would mean the world
>> to me and the whole KOTOR community.
>>
>> Thank you ;)
>>
>> P.S.
>> This has nothing to do with mesa, but you should know that KOTOR is slowly
>> dieing. It is currently unplayable on Intel and AMD graphics, and recent
>> nVidia driver updates have introduced a glitch with transparencies (it can
>> be fixed, but still, no one can play KOTOR on modern hardware properly and
>> we have to keep old computers as dedicated "shrines" for KOTOR, that's why I
>> insist so much on Mesa)
>>
>>
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>>
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