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<body><span class="vcard"><a class="email" href="mailto:stereotype441@gmail.com" title="Paul Berry <stereotype441@gmail.com>"> <span class="fn">Paul Berry</span></a>
</span> changed
<a class="bz_bug_link
bz_status_ASSIGNED "
title="ASSIGNED --- - [IVB Regression]Piglit spec/glsl-1.50/glsl-1.50-geometry-primitive-id-restart GL_LINES_ADJACENCY other fails"
href="https://bugs.freedesktop.org/show_bug.cgi?id=70604">bug 70604</a>
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<th>What</th>
<th>Removed</th>
<th>Added</th>
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<td style="text-align:right;">Status</td>
<td>NEW
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<td>ASSIGNED
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<b><a class="bz_bug_link
bz_status_ASSIGNED "
title="ASSIGNED --- - [IVB Regression]Piglit spec/glsl-1.50/glsl-1.50-geometry-primitive-id-restart GL_LINES_ADJACENCY other fails"
href="https://bugs.freedesktop.org/show_bug.cgi?id=70604#c2">Comment # 2</a>
on <a class="bz_bug_link
bz_status_ASSIGNED "
title="ASSIGNED --- - [IVB Regression]Piglit spec/glsl-1.50/glsl-1.50-geometry-primitive-id-restart GL_LINES_ADJACENCY other fails"
href="https://bugs.freedesktop.org/show_bug.cgi?id=70604">bug 70604</a>
from <span class="vcard"><a class="email" href="mailto:stereotype441@gmail.com" title="Paul Berry <stereotype441@gmail.com>"> <span class="fn">Paul Berry</span></a>
</span></b>
<pre>The following patches should fix all of the failing cases except for the
GL_LINE_LOOP cases:
- vbo: Make vbo_sw_primitive_restart optionally count primitives.
(<a href="http://lists.freedesktop.org/archives/mesa-dev/2013-October/046184.html">http://lists.freedesktop.org/archives/mesa-dev/2013-October/046184.html</a>)
- i965/gs: Fix gl_PrimitiveIDIn when using SW primitive restart.
(<a href="http://lists.freedesktop.org/archives/mesa-dev/2013-October/046185.html">http://lists.freedesktop.org/archives/mesa-dev/2013-October/046185.html</a>)
These patches were sent to the mailing list on October 11 and are awaiting
review.
Unfortunately, the GL_LINE_LOOP cases are not easily fixable due to a hardware
limitation: the hardware converts GL_LINE_LOOP primitives to GL_LINE_STRIP
primitives (by repeating the first vertex at the end of the loop) *before*
dangling vertex removal. As a result, a line loop consisting of a single
vertex causes a single primitive to be output (a line going from that vertex to
itself), whereas the GL spec says that it should cause zero primitives to be
output. I don't believe this problem is worth fixing.</pre>
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