[Mesa-dev] [Bug 98851] triangle clipping causes wrong ... something

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Fri Nov 25 07:12:31 UTC 2016


https://bugs.freedesktop.org/show_bug.cgi?id=98851

            Bug ID: 98851
           Summary: triangle clipping causes wrong ... something
           Product: Mesa
           Version: git
          Hardware: Other
                OS: All
            Status: NEW
          Severity: normal
          Priority: medium
         Component: Drivers/Gallium/swr
          Assignee: mesa-dev at lists.freedesktop.org
          Reporter: imirkin at alum.mit.edu
        QA Contact: mesa-dev at lists.freedesktop.org

Sorry for the non-descript subject. I'm just not sure what's wrong. The
following test fails:

generated_tests/spec/glsl-1.30/execution/interpolation/interpolation-noperspective-gl_FrontColor-flat-fixed.shader_test

as do many of its friends. Note that the color is meant to be
non-perspective-interpolated. Also note that the flat-none.shader_test variant
of this works as expected. As does the flat-vertex.shader_test variant after my
perspective-interpolation for clip distances fix is applied. So it's something
wrong with the clipper.

Comparing to
generated_tests/spec/glsl-1.30/execution/interpolation/interpolation-smooth-gl_FrontColor-flat-fixed.shader_test,
it looks different (which smoothly-interpolates the color). And there's no
reason to think that color is being perspective-interpolated, as that is
decided in the user frag shader. However I'm not sure what's going on - 1/w is
getting messed up perhaps? Not sure.

Furthermore, note that
generated_tests/spec/glsl-1.30/execution/interpolation/interpolation-smooth-gl_FrontColor-flat-fixed.shader_test
does pass with swr, and the only difference is that the color is
perspective-interpolated vs no-perspective-interpolated.

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