https://bugs.freedesktop.org/show_bug.cgi?id=29835
Summary: [regression] Post-GLSL2 Mesa culls too much by default. Product: Mesa Version: git Platform: x86 (IA32) OS/Version: Linux (All) Status: NEW Severity: major Priority: medium Component: Mesa core AssignedTo: mesa-dev@lists.freedesktop.org ReportedBy: cedr...@neonux.com I've recently seen weird rendering results on one app I'm working on. After investigation it seems Mesa now optimizes/culls too many triangles by default, even though GL_CULL_FACE is disabled. This has very visible rendering consequences when using 'discard' in fragment shader for instance. With the help of ShaderMaker I could isolate a simple testcase for this : Applying an RGBA texture with an alpha=0.0 region and a fragment shader like : -- uniform sampler2D tex0; void main() { vec4 col = texture2D(tex0, gl_TexCoord[0].xy); if (col.w == 0.0f) discard; gl_FragColor = col; } -- Some (but not all interestingly) of the back-facing polygons are not drawn anymore as they should (GL_CULL_FACE disabled + discard). Screnshot before (pre-GLSL2 merge... and with NVidia driver) : http://neonux.com/webgl/before.png Screenshot after (post-GLSL2) : http://neonux.com/webgl/after.png (texture used is http://neonux.com/webgl/128-40-RGBA.png if you'd like to do same quick testing). I tried to bisect the issue but could not do much as there was a lot of build failures in the period of time the regression happened it seems. However my last known good commit is 15a3b42e135a3a2cb463ec3cff80a55dd8528051 (just before GLSL2 merge), my first known bad commit is 279aeebff5d5dcdad89f513f5727fc545ec96039, but it's likely that the regression happened somewhere IN the glsl2 branch. -- Configure bugmail: https://bugs.freedesktop.org/userprefs.cgi?tab=email ------- You are receiving this mail because: ------- You are the assignee for the bug. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev