[Mesa-dev] [Mesa-users] Texture coordinates are all zero

Jason Anderssen JAnderssen at exactal.com
Wed Oct 22 19:27:10 PDT 2014


Thanks Brian,

Nice easy workaround for us.

Cheers
And thanks for your help.
Jason Anderssen

On 23/10/2014 11:02 am, "Brian Paul" <brianp at vmware.com> wrote:

>OK, I reproduced the issue with a piglit shader_runner test.  It looks
>like the writes to float, vec2 or vec3 outputs is sometimes lost (but
>always works for vec4).
>
>I've posted a set of tests to the piglit list.
>
>I'm cc'ing the mesa-dev list so hopefully one of the GLSL people can
>take a look.
>
>-Brian
>
>On 10/22/2014 06:34 PM, Brian Paul wrote:
>>
>> In your vertex shader, try removing this code:
>>
>>      if( !lightingEnabled ) {
>>              return;
>>      }
>>
>> It looks like the early return from main() is causing us to skip writing
>> the value to the "UV" varying/output.  I'll see if I can repro this with
>> a small piglit test.
>>
>> -Brian
>>
>>
>>
>> On 10/21/2014 10:16 PM, Jason Anderssen wrote:
>>> Hi Brian,
>>>
>>> The previous trace was my first attempt, and even though it reproduced
>>>on
>>> windows, I tested it on linux, and it only gave a black screen, so
>>>here is
>>> a second attempt, and I also tested it on linux as well, with identical
>>> results to the windows replay using apitrace. (I might of only allowed
>>>it
>>> to record a single frame, and I think this is what caused the issue.)
>>>
>>> Sorry for the previous trace.
>>>
>>> Anyhow, on a good note, it reproduces in Windows and Linux builds of
>>>mesa,
>>> so I hope you can tell me what I am doing wrong.
>>>
>>> Thanks again for your help and patience.
>>> Cheers
>>> Jason
>>>
>>> On 22/10/2014 12:10 pm, "Jason Anderssen" <JAnderssen at exactal.com>
>>>wrote:
>>>
>>>> Hi Brian,
>>>>
>>>> I worked out what you mean by apitrace, attached is the trace for you.
>>>> Switching between Mesa3d-llvm build to the windows default
>>>>opengl32.dll
>>>> shows 2 different results, Mesa is completely blue, where as using the
>>>> system you have green and blue strips (which is what I would expect).
>>>>
>>>> The version is 10.2.9
>>>>
>>>> I hope this helps.
>>>>
>>>> Cheers
>>>> Jason
>>>>
>>>>
>>>> On 22/10/2014 10:20 am, "Jason Anderssen" <JAnderssen at exactal.com>
>>>>wrote:
>>>>
>>>>> Hi Brian,
>>>>>
>>>>> Thank you for your response.
>>>>> I am kind of new to Mesa, so please forgive my ignorance:-)
>>>>> Do I build it with this export (soft pipe)?
>>>>>
>>>>> What kind of apitrace do you mean, a trace of all the calls via
>>>>>codeXL ?,
>>>>> or is there a special tool that Mesa dev¹s use?
>>>>>
>>>>> Cheers and thank you in advance.
>>>>> Jason
>>>>>
>>>>>
>>>>> On 22/10/2014 9:15 am, "Brian Paul" <brianp at vmware.com> wrote:
>>>>>
>>>>>> On 10/21/2014 03:28 PM, Jason Anderssen wrote:
>>>>>>> Hi all,
>>>>>>>
>>>>>>> In Mesa 3D (Windows software llvm) all our texture coordinates are
>>>>>>> coming through as zero.
>>>>>>> Our same code works fine with ATI, NVIDIA, and even Angle (which I
>>>>>>> know
>>>>>>> uses Direct3D under the covers, but it is an OpenGL ES compliant
>>>>>>> wrapper).
>>>>>>>
>>>>>>> To verify this, I simply in the shader checked if the texcoord.s
>>>>>>>is >
>>>>>>> 0.5 and color green, else blue, and sure enough half the image is
>>>>>>> green
>>>>>>> and half is blue with the other drivers, but with Mesa, it is
>>>>>>>entirely
>>>>>>> blue. (entirely same program and exe, just different opengl32.dll)
>>>>>>>
>>>>>>> Any ideas what could be causing this?
>>>>>>> Any help would be very appreciated.
>>>>>>
>>>>>> Can you make an apitrace of the problem?  Have you tried with
>>>>>>softpipe
>>>>>> (export GALLIUM_DRIVER=softpipe)?
>>>>>>
>>>>>> -Brian
>>>>>>
>>>>>>
>>>>>
>>>>
>>>
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>

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