Bug ID | 103743 |
---|---|
Summary | Nier:Automata - "if" in fragment shader incorrectly evaluated, causes artifacts |
Product | Mesa |
Version | git |
Hardware | x86-64 (AMD64) |
OS | Linux (All) |
Status | NEW |
Severity | normal |
Priority | medium |
Component | Drivers/Gallium/radeonsi |
Assignee | dri-devel@lists.freedesktop.org |
Reporter | philip.rebohle@tu-dortmund.de |
QA Contact | dri-devel@lists.freedesktop.org |
Created attachment 135457 [details] Fragment shader with workaround When compiling Mesa against LLVM >= 5.0, Nier:Automata shows lighting artifacts that are caused by a misbehaving 'if' in a fragment shader. Apitrace that shows the issue (2.5G, bz2-compressed): https://mega.nz/#!JaBD0IoT!yBekRb7ZmvsSY60mo0E7N6uwaYfp_KfRDlnQWL0-QOo I attached a copy of the fragment shader that causes the problem, but also includes a workaround. The file name for MESA_SHADER_READ_PATH is FS_feba74122c9590d1522b92bbec52d662ecd99012.glsl. The offending code is located at line 135: R1.x = uintBitsToFloat(floatBitsToUint(R0).y >= 0x4u ? 0xffffffffu : 0u); if (bool(floatBitsToUint(R1).x)) The artifacts go away when changing the original 'if' condition to the following: if (floatBitsToUint(R0).y >= 0x4u) This happens with both Mesa 17.2 and latest Mesa-git when compiling against LLVM 5.0 or later. This does *not* happen with LLVM 4.0.1. My GPU is an RX 480.
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