OK, I reproduced the issue with a piglit shader_runner test. It looks like the writes to float, vec2 or vec3 outputs is sometimes lost (but always works for vec4).
I've posted a set of tests to the piglit list. I'm cc'ing the mesa-dev list so hopefully one of the GLSL people can take a look. -Brian On 10/22/2014 06:34 PM, Brian Paul wrote: > > In your vertex shader, try removing this code: > > if( !lightingEnabled ) { > return; > } > > It looks like the early return from main() is causing us to skip writing > the value to the "UV" varying/output. I'll see if I can repro this with > a small piglit test. > > -Brian > > > > On 10/21/2014 10:16 PM, Jason Anderssen wrote: >> Hi Brian, >> >> The previous trace was my first attempt, and even though it reproduced on >> windows, I tested it on linux, and it only gave a black screen, so here is >> a second attempt, and I also tested it on linux as well, with identical >> results to the windows replay using apitrace. (I might of only allowed it >> to record a single frame, and I think this is what caused the issue.) >> >> Sorry for the previous trace. >> >> Anyhow, on a good note, it reproduces in Windows and Linux builds of mesa, >> so I hope you can tell me what I am doing wrong. >> >> Thanks again for your help and patience. >> Cheers >> Jason >> >> On 22/10/2014 12:10 pm, "Jason Anderssen" <janders...@exactal.com> wrote: >> >>> Hi Brian, >>> >>> I worked out what you mean by apitrace, attached is the trace for you. >>> Switching between Mesa3d-llvm build to the windows default opengl32.dll >>> shows 2 different results, Mesa is completely blue, where as using the >>> system you have green and blue strips (which is what I would expect). >>> >>> The version is 10.2.9 >>> >>> I hope this helps. >>> >>> Cheers >>> Jason >>> >>> >>> On 22/10/2014 10:20 am, "Jason Anderssen" <janders...@exactal.com> wrote: >>> >>>> Hi Brian, >>>> >>>> Thank you for your response. >>>> I am kind of new to Mesa, so please forgive my ignorance:-) >>>> Do I build it with this export (soft pipe)? >>>> >>>> What kind of apitrace do you mean, a trace of all the calls via codeXL ?, >>>> or is there a special tool that Mesa devĀ¹s use? >>>> >>>> Cheers and thank you in advance. >>>> Jason >>>> >>>> >>>> On 22/10/2014 9:15 am, "Brian Paul" <bri...@vmware.com> wrote: >>>> >>>>> On 10/21/2014 03:28 PM, Jason Anderssen wrote: >>>>>> Hi all, >>>>>> >>>>>> In Mesa 3D (Windows software llvm) all our texture coordinates are >>>>>> coming through as zero. >>>>>> Our same code works fine with ATI, NVIDIA, and even Angle (which I >>>>>> know >>>>>> uses Direct3D under the covers, but it is an OpenGL ES compliant >>>>>> wrapper). >>>>>> >>>>>> To verify this, I simply in the shader checked if the texcoord.s is > >>>>>> 0.5 and color green, else blue, and sure enough half the image is >>>>>> green >>>>>> and half is blue with the other drivers, but with Mesa, it is entirely >>>>>> blue. (entirely same program and exe, just different opengl32.dll) >>>>>> >>>>>> Any ideas what could be causing this? >>>>>> Any help would be very appreciated. >>>>> >>>>> Can you make an apitrace of the problem? Have you tried with softpipe >>>>> (export GALLIUM_DRIVER=softpipe)? >>>>> >>>>> -Brian >>>>> >>>>> >>>> >>> >> >> Internet Email Confidentiality Footer: This email and any files transmitted >> with it contain privileged/confidential information intended for the >> addressee. Neither the confidentiality of nor any privilege in the email is >> waived, lost or destroyed by reason that it has been transmitted other than >> to the addressee. If you are not the addressee indicated in this message (or >> responsible for delivery of the message to such person), you may not copy or >> deliver this message to anyone. In such case, you should destroy this >> message, and notify us immediately. >> > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev