On 27/06/16 03:08, Grazvydas Ignotas wrote:
> On Sat, Jun 25, 2016 at 4:54 PM, Alejandro Piñeiro <[email protected]> 
> wrote:
>> In theory they don't overdrawn. The test has a square formed by N
>> non-overlapping triangles. With just one call to glDrawRangeElements,
>> this always works. But if we split it in M subsets, so M calls to
>> glDrawRangeElements with N/M triangles per call, with low resolutions
>> and a high amount of triangles, some texels start to fail. And not
>> always the same amount of texels (so as you mentioned, undefined
>> territory). Although it is a guess, I assume that is cause for artifacts
>> on the triangle borders when drawing with so low resolution.
> Perhaps this is somehow related to this bug:
> https://bugs.freedesktop.org/show_bug.cgi?id=96624
> There a texture problem shows up after one of glDrawRangeElements
> calls with a lot of primitives.

Not sure if they are related. Note that the issue I mention gets fully
solved with glTextureBarrier and additionally, it happens on haswell too.

In any case, reading that bug gave me an idea. I have been toying with
MESA_DEBUG=flush (that until your email I didn't know that exists).
Looking at the code, it adds the equivalent to a glFlush after each
drawing call. Using it gets the test (all 48 subtests) passing. So right
now Im more biased to think that is an issue on glTextureBarrier.

BR

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