[Mesa-dev] [Bug 109394] dark lines visual corruption in ground texture with Heroes of the Storm DXVK [supposedly LLVM bug]

2019-02-09 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=109394 tempel.jul...@gmail.com changed: What|Removed |Added Summary|dark lines visual |dark lines visual

[Mesa-dev] [Bug 109394] dark lines visual corruption in ground texture with Heroes of the Storm DXVK [supposedly LLVM bug]

2019-02-09 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=109394 --- Comment #5 from tempel.jul...@gmail.com --- I also reported it to amdvlk developers: https://github.com/GPUOpen-Drivers/AMDVLK/issues/83 But as it has turned out on the DXVK bugtracker, wined3d + radeonsi (OpenGL) shows exactly the same type

[Mesa-dev] [Bug 109394] dark lines visual corruption in ground texture with Heroes of the Storm DXVK [supposedly LLVM bug]

2019-02-09 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=109394 --- Comment #6 from Rhys Perry --- I think this is a game bug: it's using implicit derivatives when sampling textures in non-uniform control flow. In the GLSL and SPIR-V spec, the results are undefined. I think it's the same with HLSL. Since th

[Mesa-dev] [Bug 109574] Blender 2.8

2019-02-09 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=109574 --- Comment #12 from Gert Wollny --- for one thing you are actually running different versions of mesa: This is the 2600: -Device: AMD RV630 (DRM 2.50.0 / 4.15.0-45-generic, LLVM 7.0.0) (0x9589) -Version: 18.3.3 and this is the 4850:

[Mesa-dev] [Bug 109599] small shadows are not drawn in Heroes of the Storm

2019-02-09 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=109599 Bug ID: 109599 Summary: small shadows are not drawn in Heroes of the Storm Product: Mesa Version: git Hardware: x86-64 (AMD64) OS: Linux (All) Status: NEW

[Mesa-dev] [Bug 109599] small shadows are not drawn in Heroes of the Storm

2019-02-09 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=109599 --- Comment #1 from tempel.jul...@gmail.com --- And once again, I forgot explicitly mentioning the GPU (it's on the screenshots though): It's a Polaris RX 580 card. -- You are receiving this mail because: You are the QA Contact for the bug. You

[Mesa-dev] [Bug 109574] Blender 2.8

2019-02-09 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=109574 --- Comment #13 from v...@tuta.io --- Now I have Padoka PPA installed in both systems. Problem still occurs. I tried again "R600_DEBUG=nosb blender" and "R600_DUMP_SHADERS=1 blender" but nothing's changed. -- You are receiving this mail becaus

[Mesa-dev] [Bug 109532] ir_variable has maximum access out of bounds -- but it's not out of bounds

2019-02-09 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=109532 --- Comment #19 from andrii simiklit --- (In reply to Ian Romanick from comment #18) > (In reply to asimiklit from comment #7) > > (In reply to Ilia Mirkin from comment #2) > > > Looks like this is happening in link_uniform_blocks. The type gets

[Mesa-dev] [PATCH] nvc0: we have 16k-sized framebuffers, fix default scissors

2019-02-09 Thread Ilia Mirkin
For some reason we don't use view volume clipping by default, and use scissors instead. These scissors were set to an 8k max fb size, while the driver advertises 16k-sized framebuffers. Signed-off-by: Ilia Mirkin Cc: --- src/gallium/drivers/nouveau/nvc0/nvc0_screen.c | 4 ++-- 1 file changed, 2