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 Message-ID: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============0894842559==" Return-path: Received: from culpepper.freedesktop.org (culpepper.freedesktop.org [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id D37E86E4D4 for ; Sat, 23 Mar 2019 22:55:54 +0000 (UTC) List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Errors-To: dri-devel-bounces@lists.freedesktop.org Sender: "dri-devel" To: dri-devel@lists.freedesktop.org List-Id: dri-devel@lists.freedesktop.org --===============0894842559== Content-Type: multipart/alternative; boundary="15533817540.50Cc3b9F.15627" Content-Transfer-Encoding: 7bit --15533817540.50Cc3b9F.15627 Date: Sat, 23 Mar 2019 22:55:54 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable X-Bugzilla-URL: http://bugs.freedesktop.org/ 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.= --15533817540.50Cc3b9F.15627 Date: Sat, 23 Mar 2019 22:55:54 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable X-Bugzilla-URL: http://bugs.freedesktop.org/ 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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