[Bug 103047] lighting render issue with i965 on SKL+
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Wed Jun 13 10:57:57 UTC 2018
https://bugs.freedesktop.org/show_bug.cgi?id=103047
Danylo <danylo.piliaiev at gmail.com> changed:
What |Removed |Added
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CC| |danylo.piliaiev at gmail.com
--- Comment #14 from Danylo <danylo.piliaiev at gmail.com> ---
I found that the underlying cause of the issue lies in the combination of flat
shading, provoking vertex and clipped polygons.
Reproducing the issue is easy:
- Have glShadeModel set to GL_FLAT, smooth doesn't have such issue
- Have glProvokingVertexEXT set to GL_LAST_VERTEX_CONVENTION_EXT, first vertex
mode seems not to exhibit the issue
- Create triangle strip with 3 vertices out of screen with blue color, two
vertices on screen where the last one has red color (colors themself don’t
- Expected color of the triangle is red because color should be taken from last
vertex but on Intel GPU triangle is blue
I asked Jason to help me, I'll quote his answer:
> I think what you've found is a hardware bug. :-(
> It appears that the clipper is messing up provoking vertex whenever entire
> polygons are clipped.
> What do we do about it? That's an interesting question.
> The most obvious thing that jumps out to me would be to do a shader
> workaround where we tell the hardware that flat inputs are not flat
> (so it passes in all three vertices) and then manually grab the correct
> one of the three interpolants based on which provoking vertex is set.
> I don't think provoking vertex is something that applications change
> frequently so having a bit in the FS shader key probably isn't too
> bad for this.
I've sent a patch to Piglit which reproduces the bug -
https://patchwork.freedesktop.org/patch/229260/
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