[Bug 110229] The driver is not waiting the shader have finished to update the framebuffer before displaying it.

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Mon Mar 25 21:40:31 UTC 2019


https://bugs.freedesktop.org/show_bug.cgi?id=110229

--- Comment #3 from Laurent <laurentduroisin at gmail.com> ---
I've more information about the bug and I've an idea of how to fix it.

It seems that the window content is updated each time one x,y pixel is drawn
but several pixels can be drawn at a same window position at the same time.

The solution is to make a list of each pixels to drawn, withdraw the pixel of
the list once it's drawn and update the window content once the list is empty.


The picture here show the problem, only the first color of my per-pixel linked
list is drawn (red). Or the color os the second sprite is green and the color
of the third srite is blue.Si it should blend red pixels with green pixels and
then green pixels with blue pixels or it only blend the first pixel color of
the linked list : (Even with a call to the memory barrier function which have
to wait, until all subsequent writes have finished)

https://image.noelshack.com/fichiers/2019/13/1/1553549295-capture-d-ecran-de-2019-03-25-01-44-31.png

Now I've to check where I have to put this code onto source code files but it's
not easy because there are a lot of files, and the recompile the driver.

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