[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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