OK! Got it. Thanks for the information. Another version with subject of
"[Piglit][PATCH] V3. Add a case to valid gl_VertexID for bug 87611 " is sent
out to update it to GL_TRIANGLE_FAN.
Thanks,
Shuo
-Original Message-
From: Chris Forbes [mailto:chr...@ijw.co.nz]
Sent: Sunday, January 4
V3: This case is failed by master, and passed by the patch of
vcelestialra...@gmail.com
(https://bugs.freedesktop.org/attachment.cgi?id=110839)
which is agree by Kenneth Graunke,
Below is the test point of this case:
1. Use user-allocated vertex arrays (NOT vertex buffer objects).
2. Use a glDrawAr
Signed-off-by: Meng Mengmeng
---
generated_tests/generate-cl-math-builtins.py | 12 +++-
1 file changed, 11 insertions(+), 1 deletion(-)
diff --git a/generated_tests/generate-cl-math-builtins.py
b/generated_tests/generate-cl-math-builtins.py
index ce16a6b..de7b94b 100644
--- a/generated
No, you want fans. Strips are supported by the HW path (either using
the sensible cut index on ~all gens, or using arbitrary cut indices on
Haswell+. Fans force the draw to be decomposed into multiple draws,
which is important to trigger this bug.
On Sun, Jan 4, 2015 at 6:05 PM, Wang, Shuo wrote:
https://bugs.freedesktop.org/show_bug.cgi?id=87611
shuo.w...@intel.com changed:
What|Removed |Added
Attachment #111553|0 |1
is obsolete|
Thank you Chris, I just update it to GL_TRIANGLE_STRIP, and send out another
version with the subject of " [PATCH] V2. Add a case to valid gl_VertexID for
bug 87611"
And, is there any difference between GL_TRIANGLE_FAN and GL_TRIANGLE_STRIP for
the SW primitive restart path. Because from the r
Thank you Ian, I just modified the case, and send out another version with the
subject of " [PATCH] V2. Add a case to valid gl_VertexID for bug 87611"
Thanks,
Shuo
-Original Message-
From: Ian Romanick [mailto:i...@freedesktop.org]
Sent: Friday, January 2, 2015 6:09 PM
To: Wang, Shuo;
V2: This case is failed by master, and passed by the patch of
vcelestialra...@gmail.com
(https://bugs.freedesktop.org/attachment.cgi?id=110839)
which is agree by Kenneth Graunke,
Below is the test point of this case:
1. Use user-allocated vertex arrays (NOT vertex buffer objects).
2. Use a glDrawAr