On Wednesday, September 03, 2014 11:00:06 PM Kristian Høgsberg wrote: > 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
It doesn't matter for 10.3 - this only affects layered rendering, which is not available prior to GL 3.2 because the glFramebufferTexture() function is missing. Sandybridge only supports GL 3.1 on the 10.3 branch. --Ken
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