[Mesa-dev] Regressions due to commit 1afe3359258

Jordan Justen jordan.l.justen at intel.com
Fri Apr 18 10:35:26 PDT 2014


On 2014-04-18 08:46:00, Kenneth Graunke wrote:
> On 04/18/2014 12:09 AM, Ilia Mirkin wrote:
> > Hi Ken,
> > 
> > I just did a bisect looking for the failure that's causing a few
> > gs-related piglits to fail on nv50, and it came up with the below. Any
> > ideas? Here are the tests that are failing:
> > 
> > tests/spec/glsl-1.50/execution/geometry/clip-distance-out-values.shader_test
> > tests/spec/glsl-1.50/execution/geometry/max-input-components.shader_test
> > tests/spec/glsl-1.50/execution/geometry/point-size-out.shader_test
> > tests/spec/glsl-1.50/execution/geometry/primitive-id-out.shader_test
> > tests/spec/glsl-1.50/execution/gs-redeclares-both-pervertex-blocks.shader_test
> > tests/spec/glsl-1.50/execution/interface-vs-named-to-gs-array.shader_test
> > tests/spec/glsl-1.50/execution/redeclare-pervertex-out-subset-gs.shader_test
> > tests/spec/glsl-1.50/execution/redeclare-pervertex-subset-vs-to-gs.shader_test
> > 
> > 1afe3359258a9e89b62c8638761f52d78f6d1cbc is the first bad commit
> > commit 1afe3359258a9e89b62c8638761f52d78f6d1cbc
> > Author: Kenneth Graunke <kenneth at whitecape.org>
> > Date:   Thu Mar 20 11:53:16 2014 -0700
> > 
> >     mesa: In core profile, refuse to draw unless a VAO is bound.
> > 
> >     Core profile requires a non-default VAO to be bound.  Currently, calls
> >     to glVertexAttribPointer raise INVALID_OPERATION unless a VAO is bound,
> >     and we never actually get any vertex data set.  Trying to draw without
> >     any vertex data can only cause problems.  In i965, it causes a crash.
> > 
> >     Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76400
> >     Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> >     Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
> >     Cc: mesa-stable at lists.freedesktop.org
> > 
> > Reverting this commit on top of master makes it work again. I have no
> > idea whether it's the tests/piglit infra that are wrong, or if it's
> > the commit that's wrong, but wanted to raise the issue. This still
> > happens with the (almost-)latest piglit (latest doesn't compile due to
> > EGL stuff...)
> > 
> > Let me know if you'd like any additional info.
> > 
> > Thanks,
> > 
> >   -ilia
> 
> Yeah, we're seeing those too.  I believe the commit is wrong: with
> geometry shaders, you can just generate vertices using a GS program and
> not actually ever upload any vertex data.  At which point, you probably
> don't need a VAO.  I haven't double checked the rules, though.

I'm not sure spec-wise, but I found that nvidia requires a VAO, even
without vertex data. (See piglit b28cdc88, but note that this commit
caused some other issues and was reverted in c20596b8).

-Jordan
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