<mntmn>
lynxeye: any theories? it looks like depth testing goes wrong to me
<lynxeye>
mntmn: I've had some time to think about this and I think my mental model of how those things work together in HW is finally getting somewhere. I may have a patch series for properly deriving the early Z states for you to test later.
<mntmn>
lynxeye: oh cool, looking forward!
<mntmn>
lynxeye: you're aware that GL_ALPHA_TEST also changed somehow with halti5 (?), right?
<lynxeye>
mntmn: It looks like this bit controls some depth testing on a vertex basis instead of doing it on fragments.
<mntmn>
interesting
<lynxeye>
mntmn: Yep, alpha test is probably a related issue, as it won't work with early depth writes
<mntmn>
yeah
<mntmn>
i have another topic where i'm not sure with what tools to investigate. when i play minetest for a bit longer (several minutes up to half an hour) with NIR, i'll get a gpu hang/crash reliably, but not with TGSI.
<lynxeye>
mntmn: for sporadic hangs it's very useful to look at the GPU state at the time of the hang. Etnaviv allows you to collect a devcoredump on a hang.
<mntmn>
lynxeye: is that an option in the kernel module?
<lynxeye>
mntmn: The kernel driver always includes the coredump functionality, you just need a bit of userspace helpers to collect the dump. Give me a minute to dig it up
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<dos1>
mntmn: FWIW I see something similar with mesa 20.1 and neverball. didn't happen on 20.0.x
<mntmn>
dos1: hmm!
* dos1
notes the devcoredump thing :)
<mntmn>
ah, neverball doesn't start for me now because of "Semantic value not found in vertex shader outputs"
<mntmn>
how did i fix that last time...
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<senquack>
this is probably not your issue, but on an old port of Neverball I did for GC860 w/ much older Etnaviv+MESA, I had to disable its use of GL 'billboards'
<senquack>
IIRC it uses those for the star effects at level completion
<mntmn>
hmmm. i should have written that down, i'm pretty sure i'd fixed this problem before somehow
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<flto>
mntmn: probably using NIR backend
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<mntmn>
flto: no, with TGSI it's "Semantic 19 value 2 not found in vertex shader outputs"
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