On Tue, 2018-11-27 at 07:11 +0100, Mathias Fröhlich wrote: > Hi Erik, > > > > On Monday, 26 November 2018 19:39:50 CET Erik Faye-Lund wrote: > > > > I know this is *very* late notice, but this commit broke Super > > > > Tux > > > > Kart > > > > on VirGL. Both the player-models as as well as the level data > > > > renders > > > > with gibberish vertex positions since this commit. > > > > > > > > The fix that Rob Clark did on top does not fix the problem (and > > > > shouldn't have; VirGL doesn't use NIR). > > > > > > Do you have any idea how I can reproduce that issue with the > > > least > > > effort? > > > > > > > Sadly, no. I run a qemu VM where I run super tux cart. It's a > > rather > > convoluted setup, I'm afraid. If you're interested in that Robert > > Foss > > has written an article about how to set something like this up > > here: > > https://memcpy.io/virtualizing-gpu-access.html > > > > ...But I totally understand if this is asking a bit too much. I can > > help out with any information you need... > > Thanks! > That, just means that looking into has to wait at least until the > weekend. > Probably even later. > > And thanks for looking up the constants. > The effective binding computation depends on these and may change > the set up combined buffer objects. So these are interesting to know. > > I have been putting a lot of internal verification into the code > paths > especially _mesa_update_vao_derived_arrays contains a larger > #ifndef NDEBUG part that may tell us if there is something > unexpected. > > I assume you did run also with asserts enabled in the build?
Yes, I ran with asserts on, and none triggered. > I can observe some flicker in supertuxcart on i965. The nvidia blob > seems > not to flicker here. Also when running through valgrind I don't get > that flicker > on i965. Is that flashing - initially looked like a lighting effect > of the game to > me - what you observe too? No, the models are completely garbled. You can find some example screenshots here: https://gitlab.freedesktop.org/virgl/virglrenderer/issues/59 > Also what are the game options? Are shaders enabled in some way? I'm playing with the default settings. I'm not sure what you mean with "are shaders enabled"; VirGL is a gallium-driver, everything uses shaders. > What does change if you change the game settings? > May be that gives us some hints? > I've tried setting both the lowest and highest graphics settings in the game, and I get the same problem. This seems to happen regardless of graphics settings. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev