[virglrenderer-devel] [PATCH v3] shader: Do not adjust y coordinate if an application render to a FBO
Tomeu Vizoso
tomeu.vizoso at collabora.com
Thu Aug 2 08:30:32 UTC 2018
On 08/01/2018 05:28 PM, Elie Tournier wrote:
> v2:
> - Rename the uniform (Gurchetan)
> - Add condition to the uniform emission (Gurchetan)
> - Rebase master
>
> v3:
> - Reuse winsys_adjust_y uniform
>
> Fixes: 7f615cd "shader: Invert y coordonate if on gles host"
>
> Signed-off-by: Elie Tournier <elie.tournier at collabora.com>
> ---
> @Gurchetan if you want to reproduce the failure, run
> dEQP-GLES2.functional.shaders.builtin_variable.pointcoord deqp test
> with --deqp-surface-type=fbo instead of --deqp-surface-type=windows
>
> src/vrend_shader.c | 12 +++++++++---
> 1 file changed, 9 insertions(+), 3 deletions(-)
>
> diff --git a/src/vrend_shader.c b/src/vrend_shader.c
> index 55c9579..2535a95 100644
> --- a/src/vrend_shader.c
> +++ b/src/vrend_shader.c
> @@ -4250,6 +4250,12 @@ static char *emit_ios(struct dump_ctx *ctx, char *glsl_hdr)
> bcolor_emitted[0] = bcolor_emitted[1] = false;
> }
> if (ctx->prog_type == TGSI_PROCESSOR_FRAGMENT) {
> + if (ctx->cfg->use_gles &&
> + (ctx->key->coord_replace & (1 << ctx->inputs[i].sid))) {
"i" doesn't seem to have been initialized yet. I'm seeing random crashes
with it after I rebased.
Cheers,
Tomeu
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