[Mesa-dev] Depthbuffer gl_FragDepth / glReadPixels on VMWare
stefanb at starnberg-mail.de
stefanb at starnberg-mail.de
Tue Jan 25 01:13:48 PST 2011
Hi,
i'm trying to get one of our testsuites running in VMWare
(VMware, Inc. Gallium 0.3 on SVGA3D; build: RELEASE; OGL 2.1 Mesa
7.7.1-DEVEL).
With the GDI backend everything works fine (tested in 7.7,7.8,7.10).
I have a glsl shader that writes depth like
void main()
{
vec4 v = texure2D(tex,gl_TexCoord[0].st);
gl_FragColor = vec4(0,0,0,0);
gl_FragDepth = v.x;
}
which doesn't work when running in VMWare's Mesa.
Even a simple clear and readback of the depth buffer doesn't work, like:
glClearDepth(0.6f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glReadPixels(0,0,m_Dim[0], m_Dim[1], GL_DEPTH_STENCIL_EXT,
GL_UNSIGNED_INT_24_8_EXT, tmpBufferInt);
or
glReadPixels(0,0,m_Dim[0], m_Dim[1], GL_DEPTH_COMPONENT, GL_FLOAT,
tmpBuffer);
Both reads return all zeros.
I don't know if VMWare's Mesa is a different branch and if this is the right
place to report those bugs (if it is a bug)
Stefan
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