https://bugs.freedesktop.org/show_bug.cgi?id=95528
--- Comment #14 from Daniel Scharrer <daniel at constexpr.org> --- Created attachment 124721 --> https://bugs.freedesktop.org/attachment.cgi?id=124721&action=edit Trimmed R600_DEBUG=vs,ps output & shader GL calls with LLVM r273782 I could not record an apitrace (game hangs before getting to the main menu, possibly performance related), but I was able to dump the shaders and narrow down (some of) the affected ones. The game uses two passes to render the flags and banners: The first pass (possibly a z prepass?) uses pipeline=20 in the attached logs (vertex shader=73, program=74; fragment shader=89, program=90). The second pass is depth-tested against the results of the first, but uses different shaders - pipeline=105 (vertex shader=383 program=384; fragment shader=381, program=382). With LLVM r266378 reverted, the results of the two passes line up, with current LLVM they do not causing the z-fighting visible in the video linked in the bug description. Even when disabling the depth test in the second pass, there are still visible parts of "white" background so this is a) most likely an issue with one of the vertex shaders and b) not just a depth precision issue. You can also see this by looking closely at the flags in the video - the while (holes punched by the z-prepass) and textured parts sway differently. Since the game compiles an enormous amount of shaders on startup, the full R600_DEBUG=cs,vs,tcs,tes,gs,ps output is quite large - I have attached a trimmed output that only contains the two vertex/fragment shader pairs used for the banners. The full logs are available at: http://constexpr.org/tmp/bioshockinfinite-bad.log (20 MiB) http://constexpr.org/tmp/bioshockinfinite-good.log (21 MiB) -- You are receiving this mail because: You are the assignee for the bug. -------------- next part -------------- An HTML attachment was scrubbed... URL: <https://lists.freedesktop.org/archives/dri-devel/attachments/20160625/3603036d/attachment.html>