No gun? No sprites? READ THIS! [AMD+OpenGL]

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Contrary to popular belief, we are not all-knowing-all-seeing magical beings!

If you want help you're going to have to provide lots of info. Like what is your hardware, what is your operating system, what version of GZDoom/LZDoom/whatever you're using, what mods you're loading, how you're loading it, what you've already tried for fixing the problem, and anything else that is even remotely relevant to the problem.

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Rachael
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No gun? No sprites? READ THIS! [AMD+OpenGL]

Post by Rachael »

There is a known problem with semi-recent ATI drivers that have issues with the way GZDoom handles sprites. Note that this is a bug in the drivers, themselves, NOT GZDoom!

If you are having this problem, please update your drivers. If you are using a stock ATI card with no customizations, the download page is here: http://support.amd.com/en-us/download (Please report this post if it needs updated)

If you are using a laptop, chances are you may have customization which might make the stock drivers unstable or non-functional. Please visit your laptop's manufacturer and download their video drivers for your laptop's model if this is the case.
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Medicris
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Re: No gun? No sprites? READ THIS!

Post by Medicris »

Adding a post as a note given the OP date; this issue seems to have resurfaced in Radeon Software 18.7.1 (the most recent as of writing). Rolling back to 18.6.1 or earlier resolves the problem.

Tested with RX 580 and RX 460.
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Graf Zahl
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Re: No gun? No sprites? READ THIS!

Post by Graf Zahl »

The odd thing here is that the original problem should not happen on modern hardware, it was caused by some unconventional way of providing data to a shader. This only applies to old hardware,though. I wonder what happened this time...
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Re: No gun? No sprites? READ THIS!

Post by Guest »

The latest AMD update didn't fix anything :(
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Rachael
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Re: No gun? No sprites? READ THIS!

Post by Rachael »

It seems they broke it again. Please view this post:
Medicris wrote:Adding a post as a note given the OP date; this issue seems to have resurfaced in Radeon Software 18.7.1 (the most recent as of writing). Rolling back to 18.6.1 or earlier resolves the problem.

Tested with RX 580 and RX 460.
Guest

Re: No gun? No sprites? READ THIS!

Post by Guest »

I meant 18.8.1 drivers.
Guest

Re: No gun? No sprites? READ THIS!

Post by Guest »

Same issue, still broken on 18.8.1 drivers.

I put a thread in with AMD's support. No reply.

It might help if others chimed in here with a bug report: http://www.amdsurveys.com/se/5A1E27D23A3DE966

AMD needs to fix this, I'm fairly sure it's not an issue with GZDoom as it breaks several versions of GZDoom.

Seriously annoying as I'm using GZDoom for VR support, so just using the Software renderer isn't a fix. I also have the ViveDoom branch, and the same issue is present there.
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Graf Zahl
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Re: No gun? No sprites? READ THIS!

Post by Graf Zahl »

This must be something different than the old bug, though. The render technique that did not work on these old cards is not being used on modern hardware at all.

Which elements precisely are not getting rendered? Is it just sprites but also other stuff, e.g. models, translucent walls, HUD?
Some screenshots would be appreciated.
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Re: No gun? No sprites? READ THIS!

Post by Cacodemon345 »

I am more than sure it is only world-rendered sprites, because I remember a screenshot about a guy having the same problem in a Discord server and the guns were perfectly visible, although the sprites were not.
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Re: No gun? No sprites? READ THIS!

Post by Rachael »

Graf has a very good reason to ask what he is asking - please let's get a legitimate answer from someone using the affected hardware and drivers.
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Re: No gun? No sprites? READ THIS!

Post by Guest »

ok i'm affected and i can screenshot. hope this helps.

https://imgur.com/a/1ABGSnV

comments left by pictures indicate what graphics mode is being used.
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mentha
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Re: No gun? No sprites? READ THIS!

Post by mentha »

oh crud i forgot to log in. i'm the person who posted that above. sorry about that.
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Graf Zahl
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Re: No gun? No sprites? READ THIS!

Post by Graf Zahl »

Thanks. Can you please do one more test?

Download WOW.wad (yes, that infamous one) and report how that looks. Why? Because it uses a certain render hack I'd like to see as well.
Also, what OpenGL version does your card report? Best post the entire startup log so I can check the extension list.
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Re: No gun? No sprites? READ THIS!

Post by Guest »

Screens? No problem.

I used Doom II, the latest version of GZDoom, and the default settings for everything. This is the OpenGL renderer. This is the first level right after it loaded as I'm sure most here will be familiar with what should be in that level so it's easy to see what is missing. The player sprite is visible, as is the HUD, but not the zombies that are normally in the room. They are there, just not visible. Firing a shot wakes them up and they attack.

https://i.imgur.com/h4zU4fV.jpg

Decals are showing bullet holes and blood splatter. I picked up a few clips in the aftermath, also invisible:

https://i.imgur.com/GMoCGu5.jpg

Another shot of missing enemies. They are there and started shooting at me.

https://i.imgur.com/dklxTy4.jpg

Missing items. Should be some blue bottle health items here. You can see the blue glow effect on the ground where they are, barrels do the same thing and have the green glow on the ground, but aren't visible otherwise.

https://i.imgur.com/RpxKz0X.jpg

The whole game is like this for some reason. No items, sprite based decorations, or monsters are visible. Pretty much everything else is though. Doom also behaves the same way.

Just for the sake of being thorough for troubleshooting purposes... I've got a few different versions of classic Doom. The standard Steam version, GoG, and the Doom 3 BFG wads. I redownloaded all three just to rule out it being an issue with my wad files. As I mentioned earlier, I've also tried several versions of GZDoom including Vive Doom and the latest build.
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mentha
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Re: No gun? No sprites? READ THIS!

Post by mentha »

ok i added the majestic pit of illusions to the imgur.
https://imgur.com/a/1ABGSnV

i'm not entirely sure how to make my card report what opengl it has, so i had GLview look at it. 4.6
i put 4.1 there earlier. i'm not sure how i arrived at that number.

if its something i need to find out from the gzdoom console or something i'm ready.

EDIT: oh i see, logfile. okay i'll look up how to do that on the wiki, i don't think that'll be a problem

ok here it is

Code: Select all

Log started: Sun Aug 12 01:05:37 2018

I_Init: Setting up machine state.
CPU speed: 3512 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD FX(tm)-6300 Six-Core Processor 
  Family 21 (21), Model 2, Stepping 0
  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 HyperThreading
I_InitSound: Initializing OpenAL
  Opened device OpenAL Soft on Headphones (TaoTronics TT-BH20 Stereo)
  EFX enabled
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
script parsing took 181.67 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon R7 200 Series
GL_VERSION: 4.6.13537 Core Profile Context 24.20.13001.1010 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.50
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GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Max. texture size: 16384
Max. texture units: 32
Max. varying: 128
Max. combined shader storage blocks: 64
Max. vertex shader storage blocks: 64
Resolution: 1920 x 1080
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