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Max: The Curse of (bloody) Brotherhood #346

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dungeon007 opened this issue Apr 4, 2019 · 3 comments
Closed

Max: The Curse of (bloody) Brotherhood #346

dungeon007 opened this issue Apr 4, 2019 · 3 comments

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@dungeon007
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dungeon007 commented Apr 4, 2019

Sorry about title, to not be boring i feel like somehow there is a point 馃拑

AMDGPU used and trace is here:

https://www.dropbox.com/s/53mrle21uk9380h/Max2-bloodytreebug.trace.xz?dl=0

Or in pictures under the tree, nine looks like this here and wined3d like that:

https://i.postimg.cc/Ls26FqS0/nine.png

https://i.postimg.cc/TPtG8CCp/wined3d.png

Or in videos how it should look like @ 05:35

https://www.youtube.com/watch?v=pGpHp1tTZZw

D3D_ALWAYS_SOFTWARE=1 is OK or -force-d3d9-ref also OK, UNITY_DISABLE_GRAPHICS_DRIVER_WORKAROUNDS=yes does not help. blah, blah...

Kind on half of things are fine and another half don't, kind of maybe like in Rayman Legends or maybe not... or just some shader issue

@iiv3
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iiv3 commented Apr 7, 2019

I can see the bug on my R600 Redwood Evergreen HD5670.
It is not affected by csmt_force=0.
It happens with mesa-19.1.git+mesa-ixit patches from few days ago and with mesa-11.2.2 , so likely not a regression.
I bisected frame 500, the first draw call for the red tree seems to be 1728899.

@dungeon007
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dungeon007 commented Apr 7, 2019

Well, i forgot to mention that game uses Unity 4.3.1 that might help.

I am guessing that something from ParticleSystem making a bug, as not every particles do this but some do. If not entire editor but basically maybe one could download source of unity built in shaders for that version and maybe to guess which one of these 9 variant making this bug:

https://download.unity3d.com/download_unity/builtin_shaders-4.3.1.zip

Of course in hope that game devs didn't tweaked some shaders or whatever like that :D

I am guessing that if with editor bug would show up too, if one try to change shaders like for example here @ 01:04:05 :D

https://www.youtube.com/watch?v=xTQeW4muY10

edit: or maybe it is all particles :D, here for example there are white, brown to darker ones dust particles. etc... but on nine all these are only some variant of redish.

https://i.postimg.cc/5Nz4QD6g/nine.png
https://i.postimg.cc/jq72yD1y/wined3d.png

@axeldavy
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axeldavy commented Apr 9, 2019

Looks like the game writes to all 4 components of 'fog' (last shader version of d3d has fog with 4 components).
It is a behaviour that I thought was supposed to work, but we map to TGSI_SEMANTIC_FOG which has only one component in gallium. I need to use something else.

axeldavy added a commit that referenced this issue Apr 12, 2019
We used TGSI_SEMANTIC_FOG for fog,
however on vs/ps 3, fog is allowed to have
4 components (even on the ff pipeline according
to a wine test).
Since gallium's TGSI_SEMANTIC_FOG has only one
component, use TGSI_SEMANTIC_GENERIC instead.

Fixes:
#346

Signed-off-by: Axel Davy <davyaxel0@gmail.com>
axeldavy added a commit that referenced this issue Apr 27, 2019
We used TGSI_SEMANTIC_FOG for fog,
however on vs/ps 3, fog is allowed to have
4 components (even on the ff pipeline according
to a wine test).
Since gallium's TGSI_SEMANTIC_FOG has only one
component, use TGSI_SEMANTIC_GENERIC instead.

Fixes:
#346

Signed-off-by: Axel Davy <davyaxel0@gmail.com>
axeldavy added a commit that referenced this issue Apr 27, 2019
We used TGSI_SEMANTIC_FOG for fog,
however on vs/ps 3, fog is allowed to have
4 components (even on the ff pipeline according
to a wine test).
Since gallium's TGSI_SEMANTIC_FOG has only one
component, use TGSI_SEMANTIC_GENERIC instead.

Fixes:
#346

Signed-off-by: Axel Davy <davyaxel0@gmail.com>
axeldavy added a commit that referenced this issue Apr 27, 2019
We used TGSI_SEMANTIC_FOG for fog,
however on vs/ps 3, fog is allowed to have
4 components (even on the ff pipeline according
to a wine test).
Since gallium's TGSI_SEMANTIC_FOG has only one
component, use TGSI_SEMANTIC_GENERIC instead.

Fixes:
#346

Signed-off-by: Axel Davy <davyaxel0@gmail.com>
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