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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [Gen6+] piglit's arb_shader_image_load_store-host-mem-barrier fails with a glGetTexSubImage fallback path"
href="https://bugs.freedesktop.org/show_bug.cgi?id=105351#c3">Comment # 3</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [Gen6+] piglit's arb_shader_image_load_store-host-mem-barrier fails with a glGetTexSubImage fallback path"
href="https://bugs.freedesktop.org/show_bug.cgi?id=105351">bug 105351</a>
from <span class="vcard"><a class="email" href="mailto:currojerez@riseup.net" title="Francisco Jerez <currojerez@riseup.net>"> <span class="fn">Francisco Jerez</span></a>
</span></b>
<pre>I doubt this is an image load/store bug, the failing subtest isn't calling
glGetTexImage on any surface which is ever accessed using image load/store.
It's doing the following:
- Initialize a buffer object using imageStore() from the fragment shader.
- Overwrite half of the same buffer with green using glBufferSubData().
- Copy the buffer into a 2D texture by binding it as a PBO and calling
glTexImage2D().
- Download the texture using glGetTexImage() [which with your hack is somehow
getting stale contents from the above].
Kind of smells like a coherency issue of glGetTexImage() with respect to the
PBO upload path...</pre>
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