[Nouveau] [Bug 91247] Tomb Raider: Underworld renders lots of artefacts on models and objects
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Tue Jul 14 20:30:25 PDT 2015
https://bugs.freedesktop.org/show_bug.cgi?id=91247
--- Comment #2 from Ilia Mirkin <imirkin at alum.mit.edu> ---
Created attachment 117125
--> https://bugs.freedesktop.org/attachment.cgi?id=117125&action=edit
vert shader at failing call
OK, so in my trimmed trace,
http://people.freedesktop.org/~imirkin/traces/tru-trim.trace.xz
it seems like things start going wrong on API call 424136 (I ran apitrace
dump-images with '*/draw' and then did the diff-images thing).
Coincidentally, right before this happens, it does glDepthFunc(GL_EQUAL) [which
is *nuts*] and glDepthRange(0, 0.98).
I need to see if nuking that glDepthRange call causes llvmpipe to generate the
same image for that draw call. Also see if there are any funny depth-related
bits we know about... ugh.
Still bothering me is that apitrace is returning broken-looking depth surfaces.
The previous draws all had glDepthRange(0.98, 1)... coincidence? And the shader
will end up generating very negative z values, which will map to a depth range
of 0.98 I guess?
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