[Bug 93761] A conditional discard in a fragment shader causes no depth writing at all
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Mon Jan 18 10:08:25 PST 2016
https://bugs.freedesktop.org/show_bug.cgi?id=93761
Bug ID: 93761
Summary: A conditional discard in a fragment shader causes no
depth writing at all
Product: Mesa
Version: git
Hardware: x86-64 (AMD64)
OS: Linux (All)
Status: NEW
Severity: normal
Priority: medium
Component: Drivers/Gallium/radeonsi
Assignee: dri-devel at lists.freedesktop.org
Reporter: jlegg at feralinteractive.com
QA Contact: dri-devel at lists.freedesktop.org
Created attachment 121116
--> https://bugs.freedesktop.org/attachment.cgi?id=121116&action=edit
Test case
When rendering to an FBO with only a GL_DEPTH_COMPONENT16 depth buffer, with
depth testing enabled, if a fragment shader has a conditional discard, nothing
is written to the depth buffer for pixels which should not be discarded.
Platform: Fedora 22 x86_64
Mesa version: tested both git eaf7ec9 (from griever-mesa-git copr) and 10.6.9
(the default mesa package with Fedora 22). The bug occurred on both.
GL Renderer string: Gallium 0.4 on AMD PITCAIRN (DRM 2.43.0, LLVM 3.7.1)
GPU: AMD R9 270 with 2GB VRAM
Workaround: If you write to gl_FragDepth, only the intentionally discarded
pixels are discarded.
I've attached a test case demonstrating the problem. It will fail an assertion
on the machine with this bug. It should draw only on the even columns of pixels
in the depth buffer, but nothing is drawn.
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