[Mesa-dev] Depthbuffer gl_FragDepth / glReadPixels on VMWare
jfonseca at vmware.com
Tue Jan 25 05:55:30 PST 2011
On Tue, 2011-01-25 at 01:13 -0800, stefanb at starnberg-mail.de wrote:
> 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
> 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.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:
> glReadPixels(0,0,m_Dim, m_Dim, GL_DEPTH_STENCIL_EXT,
> GL_UNSIGNED_INT_24_8_EXT, tmpBufferInt);
> glReadPixels(0,0,m_Dim, m_Dim, GL_DEPTH_COMPONENT, GL_FLOAT,
> 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)
What guest OS and host OS are you using?
We can only comment here on the open sourced Linux OpenGL guest drivers.
The typical procedure is to file a SR through
http://www.vmware.com/support/contacts/ , which ensures the issue will
be included in our internal bug database, and then triage and addressed
in an eventual release.
That said, I can advance that reading the depth-stencil buffer currently
doesn't work on Windows hosts due to limitations that D3D9 API imposes
on locking depth-stencil buffers. But it should work on Linux/MacOSX
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