[Mesa-dev] [Bug 53884] gl_FragCoord gets corrupted in some camera angles

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Mon Aug 27 11:40:02 PDT 2012


https://bugs.freedesktop.org/show_bug.cgi?id=53884

--- Comment #8 from Lauri Kasanen <curaga at operamail.com> 2012-08-27 18:40:02 UTC ---
fglrx shows the same behavior.


Progress - I found it's an ordering bug.

1. Render scene to rttFinal
2. Bind and clear to gray rttTMP
3. Multiply rttTMP into rttFINAL using blending
4. Render other things into rttTMP

In the buggy frames, the multiplication of step 3 is done after step 4. But
there's absolutely no such order change in my code.

I have yet to find what exactly triggers the bug, so can't create a small
testcase yet. The occlusion queries need to be enabled and the camera needs to
be at a proper angle, but that of course says nothing of the real issue.

I'm in really unforeign territory here. If anyone has hints on what could cause
the driver to ignore the given draw call order like that, I'd appreciate the
pointers.

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