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 _______________________________________________ mesa-dev mailing list [email protected] https://lists.freedesktop.org/mailman/listinfo/mesa-dev
