[Bug 99444] [radeonsi] The Witcher 3 (GOG/1.31) [Wine] starting menu is distorted

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Comment # 15 on bug 99444 from
(In reply to Józef Kucia from comment #13)
> (In reply to Samuel Pitoiset from comment #12)
> > Well yeah, it's definitely unrelated to Mesa/RadeonSI. The app should check
> > if NV_register_combiners is supported before using it. I'm going to close
> > the ticket.
> 
> Are you sure that NV_register_combiners are used? I haven't checked the
> trace myself but I doubt this is a case.
> 
> (In reply to Shmerl from comment #11)
> > I just replayed my trace (recorder on radeonsi / RX480), and I see this in
> > the log:
> > 
> > 120612: message: major api error 2: GL_INVALID_ENUM in
> > glActiveTexture(texture=GL_COMBINER0_NV)
> > 120612 @1 glActiveTexture(texture = GL_COMBINER0_NV)
> > 120619: message: major api error 2: GL_INVALID_ENUM in
> > glActiveTexture(texture=GL_COMBINER1_NV)
> > 120619 @1 glActiveTexture(texture = GL_COMBINER1_NV)
> > 120626: message: major api error 2: GL_INVALID_ENUM in
> > glActiveTexture(texture=GL_COMBINER2_NV)
> > 120626 @1 glActiveTexture(texture = GL_COMBINER2_NV)
> > 120633: message: major api error 2: GL_INVALID_ENUM in
> > glActiveTexture(texture=GL_COMBINER3_NV)
> > 120633 @1 glActiveTexture(texture = GL_COMBINER3_NV)
> > 120640: message: major api error 2: GL_INVALID_ENUM in
> > glActiveTexture(texture=GL_COMBINER4_NV)
> > 120640 @1 glActiveTexture(texture = GL_COMBINER4_NV)
> > 120647: message: major api error 2: GL_INVALID_ENUM in
> > glActiveTexture(texture=GL_COMBINER5_NV)
> > 120647 @1 glActiveTexture(texture = GL_COMBINER5_NV)
> > 120654: message: major api error 2: GL_INVALID_ENUM in
> > glActiveTexture(texture=GL_COMBINER6_NV)
> > 120654 @1 glActiveTexture(texture = GL_COMBINER6_NV)
> > 120661: message: major api error 2: GL_INVALID_ENUM in
> > glActiveTexture(texture=GL_COMBINER7_NV)
> > 120661 @1 glActiveTexture(texture = GL_COMBINER7_NV)
> 
> This has nothing to do with NV_register_combiners. It just displayed like
> this in apitrace, because GL_COMBINERi_NV = GL_TEXTURE0 + x.

You are right.

The game wants 192 texture units but RadeonSI only exposes 144 (24 per stages),
that explains at least, the glActiveTexture() errors in the trace.

But according to the GL spec, the minimum number of texture units is 80.


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