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<th>Bug ID</th>
<td><a class="bz_bug_link
bz_status_NEW "
title="NEW - Wrong gl_TessLevelOuter interpretation for isolines"
href="https://bugs.freedesktop.org/show_bug.cgi?id=94524">94524</a>
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<th>Summary</th>
<td>Wrong gl_TessLevelOuter interpretation for isolines
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<th>Product</th>
<td>Mesa
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<th>Version</th>
<td>git
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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
</td>
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<th>Priority</th>
<td>medium
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<th>Component</th>
<td>Drivers/DRI/i965
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<th>Assignee</th>
<td>idr@freedesktop.org
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<th>Reporter</th>
<td>lankyleggy@gmail.com
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<th>QA Contact</th>
<td>intel-3d-bugs@lists.freedesktop.org
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<div>
<pre>Created <span class=""><a href="attachment.cgi?id=122269" name="attach_122269" title="Piglit patch to add failing test">attachment 122269</a> <a href="attachment.cgi?id=122269&action=edit" title="Piglit patch to add failing test">[details]</a></span>
Piglit patch to add failing test
On Intel Haswell (at least: I don't have other hardware to test), on Mesa git
aa3b85f, when using the isolines tessellation primitive mode, the outer
tessellation levels are interpreted the wrong way around.
The GL_ARB_tessellation_shader specification says, under the header "Isoline
Tessellation":
The number of isolines generated is derived from the first outer
tessellation level; the number of segments in each isoline is derived from
the second outer tessellation level.
However, the number of isolines is currently taken from gl_TessLevelOuter[1],
and the number of segments in each from gl_TessLevelOuter[0].
I've attached a Piglit patch that adds a test for this.</pre>
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