Bug 29676 - [regression][G45] Serious Sam 2: Enemies no longer visible
Summary: [regression][G45] Serious Sam 2: Enemies no longer visible
Alias: None
Product: Mesa
Classification: Unclassified
Component: Drivers/DRI/i965 (show other bugs)
Version: git
Hardware: Other All
: medium normal
Assignee: Eric Anholt
QA Contact:
Keywords: NEEDINFO
Depends on:
Reported: 2010-08-19 07:36 UTC by Sven Arvidsson
Modified: 2010-12-23 02:41 UTC (History)
0 users

See Also:
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i915 features:

Screenshot (517.16 KB, image/jpeg)
2010-08-19 07:36 UTC, Sven Arvidsson

Description Sven Arvidsson 2010-08-19 07:36:22 UTC
Created attachment 37984 [details]

The game Serious Sam 2 have regressed lately, enemies are no longer visible. Bisecting leads to this:

96b11f1e3ee12f06be1d33bf085bf1353f23e667 is the first bad commit
commit 96b11f1e3ee12f06be1d33bf085bf1353f23e667
Author: Eric Anholt <eric@anholt.net>
Date:   Wed Jul 21 18:29:06 2010 -0700

    i965: Support relative addressed VS constant reads using the appropriate msg.
    The previous support was overly complicated by trying to use the same
    1-OWORD message for both offsets.

:040000 040000 11fced2877ca7e063dbef733d62aba43d198fc28 90ac0a3017df7c2f1ea4f5d699062f7877460ddb M	src

Automagic revert didn't work, so it's not confirmed.
Comment 1 Sven Arvidsson 2010-08-25 08:51:59 UTC
Another instance of this bug is missing models in 3DMark 2001 (running in Wine), benchmark three "Lobby".
Comment 2 Sven Arvidsson 2010-08-25 09:44:24 UTC
This is also what's causing the models in the menu in Heroes of Newerth to go missing:

(Not confirmed by reverting, just by trying the commit prior to 96b11f1)
Comment 3 Eric Anholt 2010-08-30 11:23:50 UTC
Could you try:

commit 5360c48317f5806c7ea8814002e9aac2041960a7
Author: Eric Anholt <eric@anholt.net>
Date:   Mon Aug 30 11:19:30 2010 -0700

    i965: Clear the cached constant buffer entry in the VS at control flow.
    Fixes the 7 regressions with constant buffers forced on with piglit -t
    glsl (glsl-vs-if-*).

Before that, VS constant buffers could be full of all sorts of insanity.
Comment 4 Sven Arvidsson 2010-08-30 13:48:31 UTC
No change in any of the games.
Comment 5 Ian Romanick 2010-09-03 15:52:11 UTC
Several of the other "invisible characters" games were fixed when loop unrolling was merged.  Could you retest?
Comment 6 Sven Arvidsson 2010-09-03 15:55:20 UTC
No change here, I don't think Serious Sam 2 uses GLSL.
Comment 7 Eric Anholt 2010-12-23 02:41:41 UTC
These regressions should be fixed by:

commit 5dc53444c8323c1787dddbe6b67048828df9c684
Author: Eric Anholt <eric@anholt.net>
Date:   Wed Dec 22 22:46:12 2010 -0800

    i965: Correct the dp_read message descriptor setup on g4x.
    It's mostly like gen4 message descriptor setup, except that the sizes
    of type/control changed to be like gen5.  Fixes 21 piglit cases on
    gm45, including the regressions in bug #32311 from increased VS
    constant buffer usage.

(the pre-96b11f1e3ee12f06be1d33bf085bf1353f23e667 read message type had a value of 0, so the bitfield being misplaced didn't matter).  Please reopen if the regressions persist.

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