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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [HSW] Mishandling of sample count when using an attachment-less framebuffer (assertion error)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93957#c2">Comment # 2</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [HSW] Mishandling of sample count when using an attachment-less framebuffer (assertion error)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93957">bug 93957</a>
from <span class="vcard"><a class="email" href="mailto:neil@linux.intel.com" title="Neil Roberts <neil@linux.intel.com>"> <span class="fn">Neil Roberts</span></a>
</span></b>
<pre>I started looking into this and made a Piglit test for it here:
<a href="http://patchwork.freedesktop.org/patch/72536/">http://patchwork.freedesktop.org/patch/72536/</a>
The test shows up more problems in that the value of glGetInteger(GL_SAMPLES)
and also gl_NumSamples in the fragment shader is always 0 with a framebuffer
with no attachments.
I think the solution would be to make these two variables use
_mesa_geometric_samples and then somehow make that function give the driver a
chance to return a quantized result. That would also fix the driver side when
programming the multisample state because it already calls
_mesa_geometric_samples to determine the sample count.</pre>
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