[Mesa-dev] [Bug 62236] New: the issue of not correct display from MALI Integer Logic sample

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Tue Mar 12 08:14:25 PDT 2013


https://bugs.freedesktop.org/show_bug.cgi?id=62236

          Priority: medium
            Bug ID: 62236
          Assignee: mesa-dev at lists.freedesktop.org
           Summary: the issue of not correct display from MALI Integer
                    Logic sample
          Severity: major
    Classification: Unclassified
                OS: Windows (All)
          Reporter: alanjang at hotmail.com
          Hardware: Other
            Status: NEW
           Version: unspecified
         Component: Other
           Product: Mesa

Hi 
I use MALI Integer Logic sample and work with Mesa code to run together. 
No matter Mesa3d GIT Feb version or Mesa 9.0 (modify to let it support gles3),
I found there is wrong display issue of this sample. 
If I modify something in \src\gallium\drivers\softpipe\sp_setup.c (yes, I use
softpipe in gallium), and find it's ok. 
But I don't know the rasterization algorithm exactly and don't know the
solution good enough or not. 
Please help me to give your professional comment. 

Note1:  the change of sp_setup.c  (the last two lines are changed only )
static void
tri_persp_coeff(struct setup_context *setup,
                struct tgsi_interp_coef *coef,
                uint i,
                const float v[3])
{
   /* premultiply by 1/w  (v[0][3] is always W):
    */
   float mina = v[0] * setup->vmin[0][3];
   float mida = v[1] * setup->vmid[0][3];
   float maxa = v[2] * setup->vmax[0][3];
   float botda = mida - mina;
   float majda = maxa - mina;
   float a = setup->ebot.dy * majda - botda * setup->emaj.dy;
   float b = setup->emaj.dx * botda - majda * setup->ebot.dx;
   float dadx = a * setup->oneoverarea;
   float dady = b * setup->oneoverarea;

   /*
   debug_printf("tri persp %d,%d: %f %f %f\n", vertSlot, i,
              setup->vmin[vertSlot][i],
              setup->vmid[vertSlot][i],
               setup->vmax[vertSlot][i]
          );
   */
   assert(i <= 3);
   coef->dadx[i] = dadx;
   coef->dady[i] = dady;
   coef->a0[i] = (mina -
                  (dadx * (setup->vmin[0][0] -
setup->pixel_offset/setup->vmin[0][3]) +
                   dady * (setup->vmin[0][1] -
setup->pixel_offset/setup->vmin[0][3])));
}

Note2:  MALI sample is from the attach file
Mali_OpenGL_ES_SDK_for_Linux_On_ARM_v2.0.0.9444_Win32.msi 
And there are some patches to let it run it with mesa 

The first place to let integer type texture to use GL_NEAREST as mag/min
filter, not GL_LINEAR in original IntegerLogics.cpp
    /* Load ping texture data. */
    GL_CHECK(glActiveTexture(GL_TEXTURE0));
    GL_CHECK(glBindTexture  (GL_TEXTURE_2D, pingTextureID));
    GL_CHECK(glTexImage2D   (GL_TEXTURE_2D, 0,                     GL_R8UI,
WINDOW_W, WINDOW_H, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, pingTextureData));
    GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,    
GL_CLAMP_TO_EDGE));
    GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,    
GL_CLAMP_TO_EDGE));
    GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST));
    GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST));

    /* Load pong texture data. */
    GL_CHECK(glActiveTexture(GL_TEXTURE1));
    GL_CHECK(glBindTexture  (GL_TEXTURE_2D, pongTextureID));
    GL_CHECK(glTexImage2D   (GL_TEXTURE_2D, 0,                     GL_R8UI,
WINDOW_W, WINDOW_H, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL));
    GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,    
GL_CLAMP_TO_EDGE));
    GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,    
GL_CLAMP_TO_EDGE));
    GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST));
    GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST));

The second place to add explicit type conversion in
IntegerLogic_Merge_shader.frag
void main()
{
    /* Determine if the currently drawn line is odd or even. */
    if((uint(gl_FragCoord.y) & 1u) == 0u)
    {
        /* Use the ping texture. */
        fragColor = vec4(texture(pingTexture, fragmentTexCoord).rrrr);
    }
    else
    {
        /* Use the pong texture. */
        fragColor = vec4(texture(pongTexture, fragmentTexCoord).rrrr);
    }
}

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