https://bugs.freedesktop.org/show_bug.cgi?id=99349
--- Comment #21 from mirh ---
Specific issue was reported in bug 105371. Follows there.
Sorry for the bother.
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dri-devel ma
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mirh changed:
What|Removed |Added
CC||m...@protonmail.ch
--- Comment #20 from mirh ---
https://bugs.freedesktop.org/show_bug.cgi?id=99349
--- Comment #19 from Emil Velikov ---
Note that the series adds an extra optimisation pass. As such it's not suitable
for stable. You'll have to use mesa from git until 17.3 is out.
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Gert Wollny changed:
What|Removed |Added
Status|NEW |RESOLVED
Resolution|---
https://bugs.freedesktop.org/show_bug.cgi?id=99349
--- Comment #17 from Gert Wollny ---
An updated version of the patch set is currently under review:
https://patchwork.freedesktop.org/series/25594/
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--- Comment #16 from higu...@gmx.net ---
So if the patch works, will it be merged? or is already merged, and if yes, in
what version?
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--- Comment #15 from Elia Argentieri ---
Now it works! I also had to set MESA_GLSL_CACHE_DISABLE to make it work, maybe
it was picking the old shader. Thank you very much.
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--- Comment #14 from Gert Wollny ---
Actually that patch was more of a bad hack. Try this new patch set that goes to
the source of the problem:
https://patchwork.freedesktop.org/series/26330/
for me it solved this "translation from TGSI" probl
https://bugs.freedesktop.org/show_bug.cgi?id=99349
--- Comment #13 from Elia Argentieri ---
I tried your patch, but unfortunately it didn't solve my problem with godot
engine... I don't get any error about GPR limits, just this:
EE r600_shader.c:190 r600_pipe_shader_create - translation from TGS
https://bugs.freedesktop.org/show_bug.cgi?id=99349
--- Comment #12 from Gert Wollny ---
Created attachment 131683
--> https://bugs.freedesktop.org/attachment.cgi?id=131683&action=edit
Patch proposed on mesa-dev to work around too many temporaries
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--- Comment #11 from Gert Wollny ---
Created attachment 131567
--> https://bugs.freedesktop.org/attachment.cgi?id=131567&action=edit
TGSI for failing shader
This is the failing shader. For some reasons 151 GPRs are allocate as TEMP but
only 40
https://bugs.freedesktop.org/show_bug.cgi?id=99349
--- Comment #10 from Gert Wollny ---
Well, it turns out that the shader simply uses too many registers, and since
this is only tested at the end, at one point the indices of the temporaries
used to store constants are beyond the GPR range, which
https://bugs.freedesktop.org/show_bug.cgi?id=99349
--- Comment #9 from Gert Wollny ---
It turns out that in r600_shader.c:tgsi_split_constant the constants should be
moved to the GPR range, but for large shaders this is not sufficient, since the
temporary registers used there may be beyond 127 wh
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--- Comment #8 from Gert Wollny ---
The mesa-code with the added debugging output can be found at:
https://github.com/gerddie/mesa
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--- Comment #7 from Gert Wollny ---
Now, just multiplying two constants/uniforms not necessarily trigger the bug.
With a simple shader program like
uniform vec4 base_color;
uniform vec4 test;
uniform vec4 test2;
uniform vec4 test3;
void main(
https://bugs.freedesktop.org/show_bug.cgi?id=99349
--- Comment #6 from Gert Wollny ---
The actual instruction failing is
MUL TEMP[11], CONST[26], CONST[23]
i.e. the multiplication of two constants.
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--- Comment #5 from Gert Wollny ---
Adding yet more debugging output, and so far it seems that there is only one
operation failing: a multiplication of two operands with a write mask of 0xF
(see log below).
I also tested gzdoom like the poster
https://bugs.freedesktop.org/show_bug.cgi?id=99349
--- Comment #4 from Gert Wollny ---
The same problem also seems to be discussed in these mails
http://mesa-dev.freedesktop.narkive.com/cHAXj1eT/bug-50338-radeon-tgsi-takes-more-than-two-cfiles-from-r600-shader
It is very likely that this is ac
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--- Comment #3 from Gert Wollny ---
I've had the same error output when I was playing with the Unreal Editor with
an HD6850 (BARTS) using the latest mesa-git.
In order to track it down I added some debugging to mesa and could get the
followi
https://bugs.freedesktop.org/show_bug.cgi?id=99349
--- Comment #2 from Bronson ---
yes ive got this issue also on the new godot engine (3.0 git)
More info here:
https://github.com/godotengine/godot/issues/8774
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--- Comment #1 from Enver Balalic ---
With the R600_DEBUG=sbsafemath flag the game starts, it still spams the console
with the error. The skybox is not being rendered and an box of pink flickers on
the screen
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Bug ID: 99349
Summary: Failed to build shader (translation from TGSI)
Product: Mesa
Version: 13.0
Hardware: x86-64 (AMD64)
OS: Linux (All)
Status: NEW
Sev
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