Broken and flickering geometry, corrupted textures, and even hangs in real-world games and apps are common issues in open-source graphics driver development. While conformance tests are mostly narrow and confined, finding driver problems when running triple-A games can be a challenging task.
This talk will show a major misrendering example when running a game and the steps taken to pinpoint the underlying problem in shader compilation using RenderDoc. We will briefly touch the taxonomy of different issues, typical causes, and generic methods to try.