Bug 27831

Summary: [regression] DynamicBranching3 does not render correctly
Product: Mesa Reporter: Sven Arvidsson <sa>
Component: Drivers/DRI/i965Assignee: Eric Anholt <eric>
Status: RESOLVED FIXED QA Contact:
Severity: normal    
Priority: medium    
Version: git   
Hardware: Other   
OS: All   
URL: http://www.humus.name/index.php?page=3D&ID=67
Whiteboard:
i915 platform: i915 features:
Bug Depends on:    
Bug Blocks: 30124    
Attachments: screenshot of the bug
software rendering

Description Sven Arvidsson 2010-04-25 11:07:11 UTC
Created attachment 35281 [details]
screenshot of the bug

Humus DynamicBranching3 no longer renders correctly. See screenshot comparing i965 with software rendering.

This worked as far back as 3817a54912a6c51fa0a7ec64787a69007bda44fa but could be tricky to bisect as both 7.8 and 7.7 causes the GPU to hang.


System environment:
-- chipset: G45 / ICH10R
-- system architecture: 32-bit
-- Linux distribution: Debian unstable
-- Machine or mobo model: Asus P5Q-EM
-- Display connector: DVI

-- xf86-video-intel: 440b4d207b730112169827d0b90b46596659b504
-- xserver: 1.7.6.901
-- mesa: 7951630d0877fc3c293151ad6476bec7288e63c6
-- drm: cc20ed8100834b7a5129ed403dee6c0e15d82cd1
-- kernel: 2.6.34-rc4
Comment 1 Sven Arvidsson 2010-04-25 11:07:39 UTC
Created attachment 35282 [details]
software rendering
Comment 2 Ian Romanick 2010-08-30 16:23:29 UTC
Currently with the glsl2-loops branch, if only one of "Single Pass" or "Shadows" is selected, the demo will render correctly.  With both selected everything is black.
Comment 3 Eric Anholt 2010-10-14 12:41:53 UTC
commit a81d423d93f22a948f3aa4bf73dc6b1a3b70192f
Author: Eric Anholt <eric@anholt.net>
Date:   Thu Oct 14 12:23:29 2010 -0700

    i965: Enable the new FS backend on pre-gen6 as well.
    
    It is now to the point where we have no regressing piglit tests.  It
    also fixes Yo Frankie! and Humus DynamicBranching, probably due to the
    piglit bias tests that work that didn't on the Mesa IR backend.
    
    As a downside, performance takes about a 5-10% performance hit at the
    moment (e.g. nexuiz 19.8fps -> 18.8fps), which I plan to resolve by
    reintroducing 16-wide fragment shaders where possible.  It is a win,
    though, for fragment shaders using flow control.

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