On 27 February 2015 at 08:06, Kenneth Graunke <[email protected]> wrote: > We used to loop over all color attachments, and emit FB writes for each > one, even if the shader didn't write to a corresponding output variable. > Those color attachments would be filled with garbage (undefined values). > > Football Manager binds a framebuffer with 4 color attachments, but draws > to it using a shader that only writes to gl_FragData[0..2]. This meant > that color attachment 3 would be filled with garbage, resulting in > rendering artifacts. Now we skip writing to it, fixing rendering. > > Writes to gl_FragColor initialize outputs[0..nr_color_regions-1] to > GRFs, while writes to gl_FragData[i] initialize outputs[i]. > > Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=86747 > Signed-off-by: Kenneth Graunke <[email protected]> > Cc: [email protected] Hi Ken,
This commit does not seems to have not landed in master. Did it fall through the cracks ? Cheers, Emil _______________________________________________ mesa-dev mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/mesa-dev
