On Wed, Sep 3, 2014 at 10:00 PM, Jordan Justen <jljus...@gmail.com> wrote: > On 2014-09-03 10:41:02, Kenneth Graunke wrote: >> 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. > > Yes, We should be able to enable GL_AMD_vertex_shader_layered for gen6 > now. But, it really only makes sense to enable it at the same time as > enabling 3.2 so the glFramebufferTexture function is available. > > Due to this meta quirk, it sounds like we should enable them both in > the same patch. (Or, perhaps the extension in the patch just before > 3.2. ??)
Is this something we can do for 10.3 or should we a non-GS version of (fast) clear for 10.3? Kristian _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev