[Nouveau] [Bug 91056] The Bard's Tale (2005, native) has rendering issues

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Mon Jun 22 08:23:12 PDT 2015


https://bugs.freedesktop.org/show_bug.cgi?id=91056

--- Comment #3 from Ilia Mirkin <imirkin at alum.mit.edu> ---
(In reply to Béla Gyebrószki from comment #2)
> The game shows the rendering issues with NV50_PROG_OPTIMIZE=1 as well.
> 
> I found that it's sufficient to change either
> RUN_PASS(1, CopyPropagation, run);
> 
> or
> 
> RUN_PASS(1, LoadPropagation, run);
> 
> to '2' and the game renders properly with NV50_PROG_OPTIMIZE=1 (those black
> bars remained whatever I changed though).

Interesting that it's *either*. I guess some instruction claims that it can
accept things (in the code) that it, in actuality, can't. I assume you don't
see any INVALID_OPCODE messages in dmesg?

The simplest next step is to find a draw call (using qapitrace) that renders
properly without the optimizations but improperly with. Once you've identified
the call number, the simplest thing would be to then run 'glretrace -D $call'
through valgrind-mmt both ways, which, via 'demmt', should allow you to easily
see what shaders were used in that last call.

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