On Tuesday, September 02, 2014 06:16:01 PM Samuel Iglesias Gonsálvez wrote: > Hello, > > Two weeks ago, Iago and myself sent a batch of patches that added > geometry shader support for SandyBridge [0]. > > Recently, we rebased our patches against master [1] and found > that some things are not working properly any more. Particularly, we > have plenty of cases where we only get a black screen when using a > geometry shader, and in these cases it seems as if some outputs of the > geometry shader got "lost" by the time they become inputs in the > fragment shader (some input varyings in the fragment shader that come > from the outputs of the geometry seem to be zeroed). The values we > output in the geometry shader are correct though, since they are > correctly captured by transform feedback. > > A bisect shows that the commit that introduced this problem is > 2f28a0dc231 i965: Implement fast color clears using meta operations [2]. > > Reverting this commit fixes the problem for us. The revert also fixes > piglit's bin/gl-3.2-layered-rendering-clear-color* tests in SandyBridge > [3]. > > So the question is whether the commit mentioned above introduces a > regression that should be fixed somewhere or if our code needs to be > updated to adapt to changes introduced by that commit in some way. > > Best regards, > > Sam
Hi Sam, Layered clears now use GL_AMD_vertex_shader_layered. If you expose the extension, then gl-3.2-layered-rendering-clear-color starts passing again. Otherwise, the vertex shader code to set gl_LayerID = gl_InstanceID is #ifdef'd out, so only layer 0 would get affected. I'm not sure if we can expose that extension without GL 3.2, so you might just put the patch to enable it (simply editing intel_extensions.c) near the end of your series. Perhaps Jordan will know if we can just turn it on now. --Ken
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