[Bug 27887] r300g: depth textures + fbo = broken glClear()

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Tue May 4 08:22:25 PDT 2010


https://bugs.freedesktop.org/show_bug.cgi?id=27887

--- Comment #1 from Wiktor Janas <wixorpeek at gmail.com> 2010-05-04 08:22:25 PDT ---
Created an attachment (id=35412)
 View: https://bugs.freedesktop.org/attachment.cgi?id=35412
 Review: https://bugs.freedesktop.org/review?bug=27887&attachment=35412

proposed patch

Looks to me like bug in u_blitter.c

The fragment shaders used by clear are generated on demand and cached. However,
shader that would pass the input color to the output buffer 0 is stored at the
same location as shader that would write to no output buffers (see logic at
blitter_get_fs_col). Therefore, if depth-buffer-only clear is done first,
subsequent color-buffer clear uses shader that generates no output.

The attached patch attempts to fix this (warning: I don't know mesa/gallium
well, just trying to get my app working). The test case still has issues
(sometimes fails to redraw the window when resized), but at least something
shows up. Also, the same test case renders garbage on llvmpipe (patched or
not).

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