On 04/18/2014 12:09 AM, Ilia Mirkin wrote: > Hi Ken, > > I just did a bisect looking for the failure that's causing a few > gs-related piglits to fail on nv50, and it came up with the below. Any > ideas? Here are the tests that are failing: > > tests/spec/glsl-1.50/execution/geometry/clip-distance-out-values.shader_test > tests/spec/glsl-1.50/execution/geometry/max-input-components.shader_test > tests/spec/glsl-1.50/execution/geometry/point-size-out.shader_test > tests/spec/glsl-1.50/execution/geometry/primitive-id-out.shader_test > tests/spec/glsl-1.50/execution/gs-redeclares-both-pervertex-blocks.shader_test > tests/spec/glsl-1.50/execution/interface-vs-named-to-gs-array.shader_test > tests/spec/glsl-1.50/execution/redeclare-pervertex-out-subset-gs.shader_test > tests/spec/glsl-1.50/execution/redeclare-pervertex-subset-vs-to-gs.shader_test > > 1afe3359258a9e89b62c8638761f52d78f6d1cbc is the first bad commit > commit 1afe3359258a9e89b62c8638761f52d78f6d1cbc > Author: Kenneth Graunke <kenn...@whitecape.org> > Date: Thu Mar 20 11:53:16 2014 -0700 > > mesa: In core profile, refuse to draw unless a VAO is bound. > > Core profile requires a non-default VAO to be bound. Currently, calls > to glVertexAttribPointer raise INVALID_OPERATION unless a VAO is bound, > and we never actually get any vertex data set. Trying to draw without > any vertex data can only cause problems. In i965, it causes a crash. > > Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76400 > Signed-off-by: Kenneth Graunke <kenn...@whitecape.org> > Reviewed-by: Ian Romanick <ian.d.roman...@intel.com> > Cc: mesa-sta...@lists.freedesktop.org > > Reverting this commit on top of master makes it work again. I have no > idea whether it's the tests/piglit infra that are wrong, or if it's > the commit that's wrong, but wanted to raise the issue. This still > happens with the (almost-)latest piglit (latest doesn't compile due to > EGL stuff...) > > Let me know if you'd like any additional info. > > Thanks, > > -ilia
Yeah, we're seeing those too. I believe the commit is wrong: with geometry shaders, you can just generate vertices using a GS program and not actually ever upload any vertex data. At which point, you probably don't need a VAO. I haven't double checked the rules, though. Feel free to revert it. I also wonder whether we should drop the non-default-VAO requirement. ES 3.0 doesn't require it, so I wonder if ARB_ES3_compatibility implies we should drop it from API_OPENGL_CORE as well. If not, it still might be worth creating an always-on GL extension that provides the default VAO again. We get quite a few bug reports about people's apps not working because they were trying to use the default VAO (which apparently nVidia allows). --Ken
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