On 2014-04-18 08:46:00, Kenneth Graunke wrote: > On 04/18/2014 12:09 AM, Ilia Mirkin wrote: > > Hi Ken, > > > > I just did a bisect looking for the failure that's causing a few > > gs-related piglits to fail on nv50, and it came up with the below. Any > > ideas? Here are the tests that are failing: > > > > tests/spec/glsl-1.50/execution/geometry/clip-distance-out-values.shader_test > > tests/spec/glsl-1.50/execution/geometry/max-input-components.shader_test > > tests/spec/glsl-1.50/execution/geometry/point-size-out.shader_test > > tests/spec/glsl-1.50/execution/geometry/primitive-id-out.shader_test > > tests/spec/glsl-1.50/execution/gs-redeclares-both-pervertex-blocks.shader_test > > tests/spec/glsl-1.50/execution/interface-vs-named-to-gs-array.shader_test > > tests/spec/glsl-1.50/execution/redeclare-pervertex-out-subset-gs.shader_test > > tests/spec/glsl-1.50/execution/redeclare-pervertex-subset-vs-to-gs.shader_test > > > > 1afe3359258a9e89b62c8638761f52d78f6d1cbc is the first bad commit > > commit 1afe3359258a9e89b62c8638761f52d78f6d1cbc > > Author: Kenneth Graunke <[email protected]> > > Date: Thu Mar 20 11:53:16 2014 -0700 > > > > mesa: In core profile, refuse to draw unless a VAO is bound. > > > > Core profile requires a non-default VAO to be bound. Currently, calls > > to glVertexAttribPointer raise INVALID_OPERATION unless a VAO is bound, > > and we never actually get any vertex data set. Trying to draw without > > any vertex data can only cause problems. In i965, it causes a crash. > > > > Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76400 > > Signed-off-by: Kenneth Graunke <[email protected]> > > Reviewed-by: Ian Romanick <[email protected]> > > Cc: [email protected] > > > > Reverting this commit on top of master makes it work again. I have no > > idea whether it's the tests/piglit infra that are wrong, or if it's > > the commit that's wrong, but wanted to raise the issue. This still > > happens with the (almost-)latest piglit (latest doesn't compile due to > > EGL stuff...) > > > > Let me know if you'd like any additional info. > > > > Thanks, > > > > -ilia > > Yeah, we're seeing those too. I believe the commit is wrong: with > geometry shaders, you can just generate vertices using a GS program and > not actually ever upload any vertex data. At which point, you probably > don't need a VAO. I haven't double checked the rules, though.
I'm not sure spec-wise, but I found that nvidia requires a VAO, even without vertex data. (See piglit b28cdc88, but note that this commit caused some other issues and was reverted in c20596b8). -Jordan
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