[Mesa-dev] [PATCH 00/37] Geometry shader support in Sandy Bridge

Mike Lothian mike at fireburn.co.uk
Wed Aug 20 16:30:22 PDT 2014


On 20 August 2014 11:18, Samuel Iglesias Gonsálvez <siglesias at igalia.com> wrote:
> On Wed, 2014-08-20 at 11:16 +0200, Iago Toral wrote:
>> El 2014-08-16 09:11, Jordan Justen escribió:
>> > On Thu, Aug 14, 2014 at 4:11 AM, Iago Toral Quiroga <itoral at igalia.com>
>> > wrote:
>> >> Hi,
>> >>
>> >> this series brings support for geometry shaders in Sandy Bridge (gen6)
>> >> and is
>> >> combined work from Samuel and myself. A few notes:
>> >>
>> >> 1.- Some patches have been based on original work by Ilia Mirkin,
>> >> specifically
>> >> the idea of using arrays to buffer the output of the GS, subclassing
>> >> the
>> >> vec4_gs_visitor for gen6 and generalizing emit_urb_slot().
>> >>
>> >> 2.- Geometry shaders were already being used in gen6 to implement
>> >> transform
>> >> feedback support for vertex shaders. We have not changed this. These
>> >> patches
>> >> focus on adding support for user-provided geometry shaders and
>> >> transform
>> >> feedback support for the geometry shader stage. In the future it
>> >> probably
>> >> makes sense to merge transform feedback support for the vertex shader
>> >> stage
>> >> in our implementation so there is only one code path for geometry
>> >> shaders
>> >> in gen6, but it is probably better to tackle that at a later moment,
>> >> once we
>> >> have merged this work.
>> >>
>> >> 2.- On Ivy Bridge there are no piglit regressions.
>> >>
>> >> 3.- On Sandy Bridge we get these results after enabling OpenGL 3.2 and
>> >> GLSL 1.50 (*1):
>> >>
>> >>   crash:    +0
>> >>   fail:    +15 (*2)
>> >>   pass:  +3265
>> >>   skip:  -3280
>> >
>> > Maybe a list of the failures? Or posting the piglit comparison results
>> > might be helpful.
>> >
>> > For example:
>> > http://people.freedesktop.org/~kwg/stuff/bdw-2014-05-13/summary/regressions.html
>> >
>> > This is not really a big deal, but it would just be nice to quickly
>> > see what tests are failing.
>> >
>> >> (*1) Including Jordan's patches from the series
>> >> "Gen6 render surface state changes" since these are required to enable
>> >> layered rendering in geometry shaders. The numbers were obtained by
>> >> comparing
>> >> master with Jordan's patches on top (OpenGL 3.1, GLSL 1.40) against
>> >> master
>> >> with these and Jordan's patches on top (OpenGL 3.2, GLSL 1.50)
>> >
>> > I finally pushed my gen6-layered series to master. (a1dca70)
>> >
>> > I wonder if you might push these patches to a publicly available
>> > branch?
>> >
>> > Thanks!
>> >
>> > -Jordan
>>
>> Sure. Samuel, can you do this?
>
> Sure!
>
> The public branch with the submitted patches rebased on top
> of yesterday's master is here:
>
> https://github.com/samuelig/mesa/tree/gs-support-snb-for-submission
>
> And the piglit comparison between yesterday's master which already have
> Jordan's patches in SNB (OpenGL 3.1, GLSL 1.40) and our patches
> (OpenGL 3.2, GLSL 1.50) is here:
>
> http://samuelig.es/mesa-dev/all-submitted-patches-19-aug/
>
> Sorry for the delay, uploading the whole piglit's HTML output is taking
> a lot of time with my Internet connection :-S If you find that some
> files are missing just try again later (FTP transfer is still uploading
> files).
>
> Best regards,
>
> Samuel
>
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>

Hi I tested the branch - glxinfo reports GL 3.2 and GLSL 1.50 however
when I run Heaven 4 I get a blank screen when rendering and the
following messages:

GLFrameBuffer::enable(): incomplete attachment
GLFrameBuffer::enable(): incomplete attachment
GLFrameBuffer::enable(): incomplete attachment
GLFrameBuffer::enable(): incomplete attachment
OpenGL error: invalid framebuffer operation

This only happens when at 8xAA - is the demo mis detecting the AA
abilities of Sandybridge?

Valley seem to have rendering issues no matter what the AA level - I
get black trees in the foreground

With Oil Rush I always get white game rendering (the overlays are
fine) no matter what the AA level

Metro Last Light seems to play fine even at the highest levels


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