[Bug 99843] Geometry Shader - Incorrect Output

2019-09-18 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99843

GitLab Migration User  changed:

   What|Removed |Added

 Status|NEW |RESOLVED
 Resolution|--- |MOVED

--- Comment #16 from GitLab Migration User  ---
-- GitLab Migration Automatic Message --

This bug has been migrated to freedesktop.org's GitLab instance and has been
closed from further activity.

You can subscribe and participate further through the new bug through this link
to our GitLab instance: https://gitlab.freedesktop.org/mesa/mesa/issues/597.

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[Bug 99843] Geometry Shader - Incorrect Output

2017-11-06 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99843

--- Comment #15 from d...@jerber.co.uk ---
I was reading about the R600 driver and came across a TODO page that suggested
testing using piglit.

I downloaded and compiled this. I ran the "shader.py" test and it gave the
following results:

skip: 26496  Pass: 6567  Warn: 2  Fail:496  Crash: 5

I'm not sure if piglit is a good measure on this but the number of fails seems
very high.

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[Bug 99843] Geometry Shader - Incorrect Output

2017-11-06 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99843

--- Comment #14 from d...@jerber.co.uk ---
The 4890 has a RV790 GPU.

I've run the trace again and also see an error similar to the one Gert
mentioned:

1639 Message api issue 1: FBO incomplete: no attachments and default width or
height is 0 [-1].

There are also more errors reported around glDrawArrays as follows:

major api error 2: GL_INVALID_ENUM in
glGetIntegerV(pname=GL_TEXTURE_BINDING_CUBE_MAP_ARRAY)

warning: dumping of normalized attribute (vertexCoord) not yet supported

warning: dumping of normalized attribute (textureCoord) not yet supported

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[Bug 99843] Geometry Shader - Incorrect Output

2017-11-05 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99843

--- Comment #13 from d...@jerber.co.uk ---
Hi,

It is still a problem. I detailed the card in comment 8 (HD 4890). Could you
advise what other information you would need about the GPU?

Thanks.

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[Bug 99843] Geometry Shader - Incorrect Output

2017-11-01 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99843

--- Comment #12 from Ilia Mirkin  ---
No one has been able to reproduce, tried on various hardware including a Radeon
6870 (BARTS).

Without more information, it's unlikely that anything will happen. At the very
least (a) recheck on mesa master and if it's still broken, (b) supply
information about your GPU.

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[Bug 99843] Geometry Shader - Incorrect Output

2017-11-01 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99843

--- Comment #11 from d...@jerber.co.uk ---
Hi,

Is it likely this will be looked into or are there no plans to look into issues
for older cards?

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[Bug 99843] Geometry Shader - Incorrect Output

2017-06-22 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99843

--- Comment #10 from Gert Wollny  ---
Looks good on Barts (6870)  (mesa-git 903e1047) that actually uses r600g.

When replaying the trace I see an api issue message though: 

1430: message: api issue 1: FBO incomplete: no attachments and default width or
height is 0 [-1]

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[Bug 99843] Geometry Shader - Incorrect Output

2017-02-19 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99843

--- Comment #9 from Grazvydas Ignotas  ---
Also good on radeonsi (POLARIS10) and i965 (HSW).

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[Bug 99843] Geometry Shader - Incorrect Output

2017-02-18 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99843

smoki  changed:

   What|Removed |Added

  Component|Drivers/Gallium/radeonsi|Drivers/Gallium/r600

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[Bug 99843] Geometry Shader - Incorrect Output

2017-02-17 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99843

--- Comment #8 from d...@jerber.co.uk ---
The hardware is Radeon HD 4890.

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[Bug 99843] Geometry Shader - Incorrect Output

2017-02-17 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99843

--- Comment #7 from Ilia Mirkin  ---
FWIW it appears to render correctly on both nouveau (GK208) as well as i965
(SKL).

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[Bug 99843] Geometry Shader - Incorrect Output

2017-02-17 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99843

--- Comment #6 from Tom St Denis  ---
What hardware is this on?  I wonder if it's a dup of 99850 (which was found on
a Carrizo).

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[Bug 99843] Geometry Shader - Incorrect Output

2017-02-17 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99843

--- Comment #5 from d...@jerber.co.uk ---
Created attachment 129697
  --> https://bugs.freedesktop.org/attachment.cgi?id=129697=edit
Trace

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[Bug 99843] Geometry Shader - Incorrect Output

2017-02-17 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99843

--- Comment #4 from d...@jerber.co.uk ---
I created a minimal test program that simply draws the 3 polygons (12 sided). I
have used apitrace with this test program to generate a trace and I'll upload
this shortly. Thanks.

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[Bug 99843] Geometry Shader - Incorrect Output

2017-02-16 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99843

--- Comment #3 from Ilia Mirkin  ---
https://github.com/apitrace/apitrace

This can be used to record (and replay) all the GL commands sent down to the
driver.

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[Bug 99843] Geometry Shader - Incorrect Output

2017-02-16 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99843

--- Comment #2 from d...@jerber.co.uk ---
I've just tried with multiple draw calls using the same VBO and it appears this
does also cause the error. However, it appears there has to be 3 or more calls
to cause the error (1 and 2 calls produce the expected output).

Apologies for that. It was the way my application works that led me down that
path.

I currently do not have a simple program that demonstrates the error. I have
amended the application I've been writing to call the test shaders as I was
trying to work out what was wrong with my application. I could probably create
something. What is the usual format to provide this in?

Thanks.

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[Bug 99843] Geometry Shader - Incorrect Output

2017-02-16 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99843

--- Comment #1 from Nicolai Hähnle  ---
Interesting, thanks for the report.

Is this really an issue of having separate VBOs, or does the issue also occur
when you use separate draw calls with a single VBO? Or a single draw call?

Do you have a simple program that reproduces this? Alternatively, an apitrace
is likely to help.

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[Bug 99843] Geometry Shader - Incorrect Output

2017-02-16 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99843

Bug ID: 99843
   Summary: Geometry Shader - Incorrect Output
   Product: Mesa
   Version: unspecified
  Hardware: x86-64 (AMD64)
OS: Linux (All)
Status: NEW
  Severity: normal
  Priority: medium
 Component: Drivers/Gallium/radeonsi
  Assignee: dri-devel@lists.freedesktop.org
  Reporter: d...@jerber.co.uk
QA Contact: dri-devel@lists.freedesktop.org

Created attachment 129684
  --> https://bugs.freedesktop.org/attachment.cgi?id=129684=edit
Typical output

Hi,

I am developing a cross-platform application. I have recently found an issue
that is only present when it is tested on a Ubuntu machine. I have managed to
find a minimal example that shows the issue as follows:

The vertex shader:

#version 150
in vec2 pos;

void main(void)
{
gl_Position = vec4(pos, 0.0, 1.0);
}


The fragment shader:

#version 150
out vec4 outColour;

void main(void)
{
outColour = vec4(1.0f, 1.0f, 1.0f, 1.0f);
}


The geometry shader:

#version 150
layout(points) in;
layout(line_strip, max_vertices = 13) out;
uniform mat4 vpMatrix;

void main()
{
for(int i = 0; i < 13; i++)
{
float polygonAngle = (i * 30) + 90.0f;
vec4 vertexPosition = vec4((sin(radians(polygonAngle)) * 0.5f) +
gl_in[0].gl_Position.x, (cos(radians(polygonAngle)) * 0.5f) +
gl_in[0].gl_Position.y, 0.0f, 1.0f);
gl_Position = vpMatrix * vertexPosition;
EmitVertex();
}
EndPrimitive();
}

The problem occurs when the shader program is used with multiple VBO's. For
example:

3 separate VBO's are created with {-1.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, -1.0f} as
the data. Then, for each repaint:

for(int i = 0; i < 3; i++)
{
Bind array buffer i.
glDrawArrays(GL_POINTS, 0, 1);
}

This produces strange results for the third polygon (shown in the attached
image Output.JPG).

If tested on a Windows 10 machine (exactly the same hardware) or an OSX
machine, the results are as expected (3 regular polygons with 12 sides).

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