Summary: | [Regression] RuneLite GPU rendering broken on 18.3.x | ||
---|---|---|---|
Product: | Mesa | Reporter: | Sultan Alsawaf <sultan> |
Component: | Drivers/DRI/i965 | Assignee: | Intel 3D Bugs Mailing List <intel-3d-bugs> |
Status: | RESOLVED FIXED | QA Contact: | Intel 3D Bugs Mailing List <intel-3d-bugs> |
Severity: | normal | ||
Priority: | medium | CC: | jason, sultan |
Version: | 18.3 | Keywords: | bisected, regression |
Hardware: | x86-64 (AMD64) | ||
OS: | Linux (All) | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Bug Depends on: | |||
Bug Blocks: | 109535 | ||
Attachments: |
Tarball containing glxinfo and api traces
RuneLite GPU rendering broken RuneLite GPU rendering working |
Created attachment 143352 [details]
RuneLite GPU rendering broken
Created attachment 143353 [details]
RuneLite GPU rendering working
I've also attached screenshots that demonstrate the issue.
Thanks a lot for the apitrace files. Bisected to : commit 4dd5263663585b55119e49c8dfade015c86aff1a (refs/bisect/bad) Author: Jason Ekstrand <jason.ekstrand@intel.com> Date: Tue Aug 14 14:37:39 2018 -0500 nir/algebraic: Add more extract_[iu](8|16) optimizations This adds the "(a << N) >> M" family of mask or sign-extensions. Not a huge win right now but this pattern will soon be generated by NIR format lowering code. Shader-db results on Kaby Lake: total instructions in shared programs: 15166918 -> 15166916 (<.01%) instructions in affected programs: 36 -> 34 (-5.56%) helped: 2 HURT: 0 Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> The particular nir replacement that seems to cause issues is : (('ishr', 'a@32', 16), ('extract_i16', a, 1), '!options->lower_extract_word') I can't see anything wrong with it, so maybe there is an issue in our backend. Jason: Any idea? Some more digging shows that it seems to be a geometry shader has the issue. Disabling the replacement only on that shader fixes the issue (this replacement is also used in a compute shader). Here is the code of the geometry shader : /* * Copyright (c) 2018, Adam <Adam@sigterm.info> * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #version 330 #define PI 3.1415926535897932384626433832795f #define UNIT PI / 1024.0f layout(triangles) in; layout(triangle_strip, max_vertices = 3) out; layout(std140) uniform uniforms { int cameraYaw; int cameraPitch; int centerX; int centerY; int zoom; int cameraX; int cameraY; int cameraZ; ivec2 sinCosTable[2048]; }; uniform mat4 projectionMatrix; in ivec3 vPosition[]; in vec4 vColor[]; in float vHsl[]; in vec4 vUv[]; in float vFogAmount[]; out vec4 Color; out float fHsl; out vec4 fUv; out float fogAmount; /* * Copyright (c) 2018, Adam <Adam@sigterm.info> * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /* * Convert a vertex to screen space */ ivec3 toScreen(ivec3 vertex, int cameraYaw, int cameraPitch, int centerX, int centerY, int zoom) { int yawSin = int(65536.0f * sin(cameraYaw * UNIT)); int yawCos = int(65536.0f * cos(cameraYaw * UNIT)); int pitchSin = int(65536.0f * sin(cameraPitch * UNIT)); int pitchCos = int(65536.0f * cos(cameraPitch * UNIT)); int rotatedX = ((vertex.z * yawSin) + (vertex.x * yawCos)) >> 16; int rotatedZ = ((vertex.z * yawCos) - (vertex.x * yawSin)) >> 16; int var13 = ((vertex.y * pitchCos) - (rotatedZ * pitchSin)) >> 16; int var12 = ((vertex.y * pitchSin) + (rotatedZ * pitchCos)) >> 16; int x = rotatedX * zoom / var12 + centerX; int y = var13 * zoom / var12 + centerY; int z = -var12; // in OpenGL depth is negative return ivec3(x, y, z); } void main() { ivec3 cameraPos = ivec3(cameraX, cameraY, cameraZ); ivec3 screenA = toScreen(vPosition[0] - cameraPos, cameraYaw, cameraPitch, centerX, centerY, zoom); ivec3 screenB = toScreen(vPosition[1] - cameraPos, cameraYaw, cameraPitch, centerX, centerY, zoom); ivec3 screenC = toScreen(vPosition[2] - cameraPos, cameraYaw, cameraPitch, centerX, centerY, zoom); if (-screenA.z < 50 || -screenB.z < 50 || -screenC.z < 50) { // the client does not draw a triangle if any vertex distance is <50 return; } vec4 tmp = vec4(screenA.xyz, 1.0); Color = vColor[0]; fHsl = vHsl[0]; fUv = vUv[0]; fogAmount = vFogAmount[0]; gl_Position = projectionMatrix * tmp; EmitVertex(); tmp = vec4(screenB.xyz, 1.0); Color = vColor[1]; fHsl = vHsl[1]; fUv = vUv[1]; fogAmount = vFogAmount[1]; gl_Position = projectionMatrix * tmp; EmitVertex(); tmp = vec4(screenC.xyz, 1.0); Color = vColor[2]; fHsl = vHsl[2]; fUv = vUv[2]; fogAmount = vFogAmount[2]; gl_Position = projectionMatrix * tmp; EmitVertex(); EndPrimitive(); } I've sent a patch to the ML which fixes this: https://patchwork.freedesktop.org/patch/285517/ Unfortunately, it also seems to hang my GPU but that, I think, is unrelated. should we have a piglit test for this case? (In reply to Mark Janes from comment #8) > should we have a piglit test for this case? Yep! I haven't had time to look at Jason's fix yet. But I tried to build a piglit tests by dumping shifted values into an ssbo and the result made no sense at all. Still need to debug. The problem is if you have something like this: > int y = something; > float x = -(y >> 16); Then the negation gets lost. Likely, we'd have the same problem with > int y = something; > float x = abs(y >> 16); or either of those with an unsigned integer. (In reply to Jason Ekstrand from comment #10) > The problem is if you have something like this: > > > int y = something; > > float x = -(y >> 16); > > Then the negation gets lost. Likely, we'd have the same problem with > > > int y = something; > > float x = abs(y >> 16); > > or either of those with an unsigned integer. Thanks a bunch : https://patchwork.freedesktop.org/patch/286177/ Fixed in master by the following commit: commit 367b0ede4d9115aba772d6e46ec73642761f7ff6 (public/master) Author: Jason Ekstrand <jason.ekstrand@intel.com> Date: Mon Feb 11 22:39:45 2019 -0600 intel/fs: Bail in optimize_extract_to_float if we have modifiers This fixes a bug in runscape where we were optimizing x >> 16 to an extract and then negating and converting to float. The NIR to fs pass was dropping the negate on the floor breaking a geometry shader and causing it to render nothing. Fixes: 1f862e923cb "i965/fs: Optimize float conversions of byte/word..." Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109601 Tested-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com> |
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Created attachment 143351 [details] Tarball containing glxinfo and api traces With the upgrade from Mesa 18.2.x to 18.3.x, GPU rendering with the Old School RuneScape RuneLite client is broken with Intel graphics. This issue occurs 100% of the time with Mesa 18.3.3 on both my laptop with an i7-8750H (for which this bug report is for), and my laptop with an N3160. Attached is a tarball containing: -a glxinfo dump -an api trace with RuneLite GPU rendering working correctly on Mesa 18.2.6 -an api trace with RuneLite GPU rendering not working with Mesa 18.3.3