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      <base href="https://bugs.freedesktop.org/" />
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    <body><table border="1" cellspacing="0" cellpadding="8">
        <tr>
          <th>Bug ID</th>
          <td><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - Depth render buffer corruption"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=91509">91509</a>
          </td>
        </tr>

        <tr>
          <th>Summary</th>
          <td>Depth render buffer corruption
          </td>
        </tr>

        <tr>
          <th>Product</th>
          <td>Mesa
          </td>
        </tr>

        <tr>
          <th>Version</th>
          <td>git
          </td>
        </tr>

        <tr>
          <th>Hardware</th>
          <td>Other
          </td>
        </tr>

        <tr>
          <th>OS</th>
          <td>All
          </td>
        </tr>

        <tr>
          <th>Status</th>
          <td>NEW
          </td>
        </tr>

        <tr>
          <th>Severity</th>
          <td>normal
          </td>
        </tr>

        <tr>
          <th>Priority</th>
          <td>medium
          </td>
        </tr>

        <tr>
          <th>Component</th>
          <td>Drivers/DRI/r200
          </td>
        </tr>

        <tr>
          <th>Assignee</th>
          <td>dri-devel@lists.freedesktop.org
          </td>
        </tr>

        <tr>
          <th>Reporter</th>
          <td>stefandoesinger@gmx.at
          </td>
        </tr>

        <tr>
          <th>QA Contact</th>
          <td>dri-devel@lists.freedesktop.org
          </td>
        </tr></table>
      <p>
        <div>
        <pre>Created <span class=""><a href="attachment.cgi?id=117462" name="attach_117462" title="Screenshot">attachment 117462</a> <a href="attachment.cgi?id=117462&action=edit" title="Screenshot">[details]</a></span>
Screenshot

Since my patches from a few months ago Wine can now use depth renderbuffers
instead of textures for FBOs if GL_ARB_depth_texture is not supported. This
makes FBOs work on r200, but it appears that there is some render corruption.
The best way to describe it is that some parts of the depth buffer seem to be
read or written to the wrong place inside the buffer.

The attached screenshots show the issue. The application I've run here is the
StencilMirror.exe sample from the DirectX 8 SDK. in fbo.png you see incorrect
draws at the edges of the window. nofbo.png uses the GLX drawable (GL_BACK)
instead of rendering to an FBO, which doesn't show the corruption.

The corruption seems to be resolution dependent. I don't see it when I am
running the application at 1400x1050 for example.</pre>
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