https://bugs.freedesktop.org/show_bug.cgi?id=90130
--- Comment #9 from Ken Martin <kennethmorrismar...@gmail.com> --- (In reply to Roland Scheidegger from comment #5) > Or even better, a piglit test :-). > > I suspect there's an issue with the prim assembler in draw. > Since from a quick look it seems like the prim assembler would always reset > the prim_id it's going to inject whenever it's run, and that's going to > happen per chunk (as we don't process all vertices in a draw call at once if > there's too many). Probably would need to fix that somehow so it's only > reset per instance. > We possibly (?) handle this correctly if there's a gs. (In reply to Roland Scheidegger from comment #5) > Or even better, a piglit test :-). > > I suspect there's an issue with the prim assembler in draw. > Since from a quick look it seems like the prim assembler would always reset > the prim_id it's going to inject whenever it's run, and that's going to > happen per chunk (as we don't process all vertices in a draw call at once if > there's too many). Probably would need to fix that somehow so it's only > reset per instance. > We possibly (?) handle this correctly if there's a gs. Any suggestion on a piglit test to use as a starting point? It would need OpenGL 3.2 and the basic test would be draw say 10000 triangles each covering the entire window with this fragment shader #version 150 main { // throw out the first 9999 triangles (0 to 9998) if (glPrimitiveID < 9999) { discard; } // for the last triangle create the color based on glPrimitiveId gl_FragColor = vec4(glPrimitiveId%256,glPrimitiveId/256,0.0,1.0); } Then test the color of a pixel to see if it is RGBA (15,39,0,255) or the equiv in float. -- You are receiving this mail because: You are the QA Contact for the bug. You are the assignee for the bug.
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