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<base href="https://bugs.freedesktop.org/">
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<th>Bug ID</th>
<td><a class="bz_bug_link
bz_status_NEW "
title="NEW - The driver is not waiting the shader have finished to update the framebuffer before displaying it."
href="https://bugs.freedesktop.org/show_bug.cgi?id=110229">110229</a>
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<th>Summary</th>
<td>The driver is not waiting the shader have finished to update the framebuffer before displaying it.
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<th>Product</th>
<td>Mesa
</td>
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<th>Version</th>
<td>18.3
</td>
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<th>Hardware</th>
<td>x86-64 (AMD64)
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<th>OS</th>
<td>Linux (All)
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<th>Status</th>
<td>NEW
</td>
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<th>Severity</th>
<td>normal
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<th>Priority</th>
<td>medium
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<th>Component</th>
<td>Drivers/DRI/R100
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<th>Assignee</th>
<td>dri-devel@lists.freedesktop.org
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<th>Reporter</th>
<td>laurentduroisin@gmail.com
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<th>QA Contact</th>
<td>dri-devel@lists.freedesktop.org
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<pre>Hi!
I'm trying using per pixel linked lists with a source code that I've found on
the internet, but it deosn't work, the driver doesn't wait the shaders
executons have finished before updating the framebuffer event if I call
glFinish.
Mmmm..., I think it's a bug, I don't thing it's the code because the code is
not from me but from a code that I picked up on the Internet and which works on
windows.
Or maybe it's updating the double buffer with an empty framebuffer.
I added an sf::sleep to see what happens and it display the sprites during 5
seconds and then nothings.
The source code of my project can be found here :
<a href="https://github.com/LaurentDuroisin/ODFAEG">https://github.com/LaurentDuroisin/ODFAEG</a>
The bugs :
-In the LightRenderComponent class, sometimes the normalMap is not updated
before the lights are drawn so the light is drawn above the wall even if the
light is behind the wall.
-In the per PerPixelLinkedListRenderComponent : same problem, the frame buffer
is updated before the shaders have finished to execute so nothing is drawn.
-In the OITRenderComponent class (weighted blended oit), same problem.</pre>
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