<html>
<head>
<base href="https://bugs.freedesktop.org/">
</head>
<body>
<p>
<div>
<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - using swrAVX renders incorrectly at particular resolutions"
href="https://bugs.freedesktop.org/show_bug.cgi?id=110468#c3">Comment # 3</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - using swrAVX renders incorrectly at particular resolutions"
href="https://bugs.freedesktop.org/show_bug.cgi?id=110468">bug 110468</a>
from <span class="vcard"><a class="email" href="mailto:krzysztof.raszkowski@intel.com" title="Krzysztof Raszkowski <krzysztof.raszkowski@intel.com>"> <span class="fn">Krzysztof Raszkowski</span></a>
</span></b>
<pre>(In reply to ayan908 from <a href="show_bug.cgi?id=110468#c0">comment #0</a>)
<span class="quote">> Created <span class=""><a href="attachment.cgi?id=144032" name="attach_144032" title="WGLINFO">attachment 144032</a> <a href="attachment.cgi?id=144032&action=edit" title="WGLINFO">[details]</a></span>
> WGLINFO
>
> At certain resolutions (360p, 720p, 1080p, 1440p and possibly others), the
> rendering is incorrect with GALLIUM_DRIVER=swr, using swrAVX.dll. For
> example, simply drawing a rectangle with glDrawElements results in an
> incorrectly rendered result. This works perfectly natively (with Intel's
> drivers) and with llvmpipe.
>
>
> Steps to reproduce:
>
> 1) Create a window at 720p, OpenGL 3.3 Core.
> 2) Use the code below to set up the rectangle.
> 3) Draw the rectangle using glDrawElements.
>
>
> Code (Unfortunately, I do not know how to use glut so the window creation
> and rendering loop has been omitted):
> #include <iostream>
>
>
> int main()
> {
> // Set up OpenGL context
> // OpenGL 3.3 core, 720p
>
> GLuint vao, vbo, ibo;
> GLfloat position[] =
> {
> -0.5f, -0.5f, 0.0f,
> 0.5f, -0.5f, 0.0f,
> 0.5f, 0.5f, 0.0f,
> -0.5f, 0.5f, 0.0f
> };
>
>
> GLuint indices[] =
> {
> 0, 1, 2,
> 0, 2, 3
> };
>
>
> glGenVertexArrays(1, &vao);
> glBindVertexArray(vao);
>
> glGenBuffers(1, &vbo);
> glBindBuffer(GL_ARRAY_BUFFER, vbo);
> glBufferData(GL_ARRAY_BUFFER, sizeof(position), position, GL_STATIC_DRAW);
> glEnableVertexAttribArray(0);
> glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
>
>
> glGenBuffers(1, &ibo);
> glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
> glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
> GL_STATIC_DRAW);
>
> GLuint vertex = glCreateShader(GL_VERTEX_SHADER), fragment =
> glCreateShader(GL_FRAGMENT_SHADER);
>
>
> {
>
> const char* shaderSource =
> "#version 330 core\n"
> "layout(location = 0) in vec3 position;\n"
> "\n"
> "void main()\n"
> "{\n"
> "gl_Position = vec4(position, 1.0);\n"
> "}\n"
> "";
>
>
> glShaderSource(vertex, 1, &shaderSource, 0);
> glCompileShader(vertex);
>
> // Check compile status
>
> }
>
> {
>
> const char* shaderSource =
> "#version 330 core\n"
> "layout(location = 0) out vec4 col;\n"
> "\n"
> "void main()\n"
> "{\n"
> "col = vec4(0.3, 0.8, 0.2, 1.0);\n"
> "}\n"
> "";
>
>
> glShaderSource(fragment, 1, &shaderSource, 0);
> glCompileShader(fragment);
>
> // Check compile status
> }
>
> GLuint program = glCreateProgram();
> glAttachShader(program, vertex);
> glAttachShader(program, fragment);
>
> glLinkProgram(program);
> glValidateProgram(program);
>
> // Check link status
> glUseProgram(program);
>
> // Render using glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
>
> }</span >
Hi,
Tried on win10 (mesa from
<a href="https://gitlab.freedesktop.org/mesa/mesa/commit/5441d562433a6315ca00c0c69160ff848e5ec34a">https://gitlab.freedesktop.org/mesa/mesa/commit/5441d562433a6315ca00c0c69160ff848e5ec34a</a>
build using scons + MSVC + LLVM 6.0.1) and works fine with 720p and swr.
Could you attach wglinfo output with GALLIUM_DRIVER=swr?
Could you describe more how mesa was build (build parameters, compiler name,
version etc.)?
Could you describe your environment (env variables, OS version)?
Thanks,
Krzysztof</pre>
</div>
</p>
<hr>
<span>You are receiving this mail because:</span>
<ul>
<li>You are the QA Contact for the bug.</li>
<li>You are the assignee for the bug.</li>
</ul>
</body>
</html>