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 <dossenu...@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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