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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Some elements are only rendered in top-left area"
href="https://bugs.freedesktop.org/show_bug.cgi?id=68402#c4">Comment # 4</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Some elements are only rendered in top-left area"
href="https://bugs.freedesktop.org/show_bug.cgi?id=68402">bug 68402</a>
from <span class="vcard"><a class="email" href="mailto:emil.l.velikov@gmail.com" title="Emil Velikov <emil.l.velikov@gmail.com>"> <span class="fn">Emil Velikov</span></a>
</span></b>
<pre>You're a star Ján
Just had a word with our main dev and he suggested that
viewport transformation is optional, whereas viewport clip rectangle must be
set before and after 3d_blit().
With that said, here is what can be done to double-check/fix this - note a
quick piglit [1] test before and after each one, plus testing of other games/gl
apps is essential.
* nuke the viewport clip rectangle (despite all odds)
* change the viewport clip rectangle - traceback and use the original values
(the ones saved at the begingin on 3d_blit() and restored at the end)
* nuke the viewport transformation
* add the conditional NV50_TIC_5_LAST_LEVEL__MASK on tic[5] in
nvc0_create_texture_view (compare vs nv50_create_texture_view)
I'm hoping that one of the last two will do the job, although chances are that
it may be one of the first two. Either way a piglit and further testing will
prove which solution is the most appropriate.
Feel free to give it a shot yourself, as it will take a some time until I get
to it(apart from the lack of HW).
Note: depending on your luck(and other unknown to me factors) piglit may lockup
X and your system. Normally a s2r cycle is sufficient to get it back into
shape, otherwise a reboot is needed.
Cheers,
Emil
[1] <a href="http://cgit.freedesktop.org/piglit/">http://cgit.freedesktop.org/piglit/</a></pre>
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