From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 110229] The driver is not waiting the shader have finished to
update the framebuffer before displaying it.
Date: Sat, 23 Mar 2019 22:55:52 +0000
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Date: Sat, 23 Mar 2019 22:55:54 +0000
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Auto-Submitted: auto-generated
https://bugs.freedesktop.org/show_bug.cgi?id=3D110229
Bug ID: 110229
Summary: The driver is not waiting the shader have finished to
update the framebuffer before displaying it.
Product: Mesa
Version: 18.3
Hardware: x86-64 (AMD64)
OS: Linux (All)
Status: NEW
Severity: normal
Priority: medium
Component: Drivers/DRI/R100
Assignee: dri-devel@lists.freedesktop.org
Reporter: laurentduroisin@gmail.com
QA Contact: dri-devel@lists.freedesktop.org
Hi!
I'm trying using per pixel linked lists with a source code that I've found =
on
the internet, but it deosn't work, the driver doesn't wait the shaders
executons have finished before updating the framebuffer event if I call
glFinish.
Mmmm..., I think it's a bug, I don't thing it's the code because the code is
not from me but from a code that I picked up on the Internet and which work=
s on
windows.
Or maybe it's updating the double buffer with an empty framebuffer.
I added an sf::sleep to see what happens and it display the sprites during 5
seconds and then nothings.
The source code of my project can be found here :
https://github.com/LaurentDuroisin/ODFAEG
The bugs :=20
-In the LightRenderComponent class, sometimes the normalMap is not updated
before the lights are drawn so the light is drawn above the wall even if the
light is behind the wall.
-In the per PerPixelLinkedListRenderComponent : same problem, the frame buf=
fer
is updated before the shaders have finished to execute so nothing is drawn.
-In the OITRenderComponent class (weighted blended oit), same problem.
--=20
You are receiving this mail because:
You are the assignee for the bug.=
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Date: Sat, 23 Mar 2019 22:55:54 +0000
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Auto-Submitted: auto-generated
| Bug ID |
110229
|
| Summary |
The driver is not waiting the shader have finished to update =
the framebuffer before displaying it.
|
| Product |
Mesa
|
| Version |
18.3
|
| Hardware |
x86-64 (AMD64)
|
| OS |
Linux (All)
|
| Status |
NEW
|
| Severity |
normal
|
| Priority |
medium
|
| Component |
Drivers/DRI/R100
|
| Assignee |
dri-devel@lists.freedesktop.org
|
| Reporter |
laurentduroisin@gmail.com
|
| QA Contact |
dri-devel@lists.freedesktop.org
|
Hi!
I'm trying using per pixel linked lists with a source code that I've found =
on
the internet, but it deosn't work, the driver doesn't wait the shaders
executons have finished before updating the framebuffer event if I call
glFinish.
Mmmm..., I think it's a bug, I don't thing it's the code because the code is
not from me but from a code that I picked up on the Internet and which work=
s on
windows.
Or maybe it's updating the double buffer with an empty framebuffer.
I added an sf::sleep to see what happens and it display the sprites during 5
seconds and then nothings.
The source code of my project can be found here :
https://github.com/La=
urentDuroisin/ODFAEG
The bugs :=20
-In the LightRenderComponent class, sometimes the normalMap is not updated
before the lights are drawn so the light is drawn above the wall even if the
light is behind the wall.
-In the per PerPixelLinkedListRenderComponent : same problem, the frame buf=
fer
is updated before the shaders have finished to execute so nothing is drawn.
-In the OITRenderComponent class (weighted blended oit), same problem.
You are receiving this mail because:
- You are the assignee for the bug.
=
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