* [Bug 33762] Framebuffer Depth textures (Shadow mapping) - FBO-EXT
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--- Comment #1 from s3734770@mail.zih.tu-dresden.de 2011-01-31 07:40:14 PST ---
Here the code:
glGenFramebuffersEXT(1, @fb);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
glGenRenderbuffersEXT(1, @render_buf);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, render_buf);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, ShadowSize,
ShadowSize);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, render_buf);
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--- Comment #2 from Alex Deucher <agd5f@yahoo.com> 2011-01-31 07:47:56 PST ---
You'll probably have more luck with the r600 gallium driver (r600g).
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--- Comment #3 from s3734770@mail.zih.tu-dresden.de 2011-01-31 08:38:58 PST ---
Oh I forgot: Driver is of course r600g.
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s3734770@mail.zih.tu-dresden.de changed:
What |Removed |Added
----------------------------------------------------------------------------
Component|Drivers/DRI/R600 |Drivers/Gallium/r600
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--- Comment #4 from s3734770@mail.zih.tu-dresden.de 2011-01-31 09:41:12 PST ---
i found a demo that reproduces the bug for me:
http://cgit.freedesktop.org/mesa/demos/
in /demos/shadowtex
in all programs the texture looks the same. i attached a pic how the demo looks
like. watch the shadow
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--- Comment #5 from s3734770@mail.zih.tu-dresden.de 2011-01-31 09:42:17 PST ---
Created an attachment (id=42761)
--> (https://bugs.freedesktop.org/attachment.cgi?id=42761)
shadow map
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--- Comment #6 from s3734770@mail.zih.tu-dresden.de 2011-01-31 12:04:55 PST ---
The following hint is given in the docs:
6.3 CB
6.3.1 DB->CB Copies: RV6xx
In RV610, RV630, RV620, and RV635 but not R600, RV670, or RS780, the DB->CB
copies needs the following
programming sequence to ensure the DB will read the Z/Stencil data.
1. Z_ENABLE = true
2. STENCIL_ENABLE = true
3. Z_WRITE_ENABLE = false
4. STENCILWRITEMASK = 0xff
5. Z vertices = 0.0. (like a Z clear to 0.0)
6. ZFUNC= LEQUAL
7. STENCILFUNC = REF_ALWAYS
8. STENCILZPASS = STENCIL_KEEP
9. STENCILZFAIL = STENCIL_INCR_CLAMP
10. DB_RENDER_OVERRIDE.FORCE_HIZ_ENABLE = FORCE_DISABLE
It seems to be a RV6xx specific problem. I hope, you can fix it.
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--- Comment #7 from Henri Verbeet <hverbeet@gmail.com> 2011-01-31 16:25:18 PST ---
Probably fixed by d171ae086bae37279251a1d6f32e16e333cfc154, shadowtex is at
least.
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--- Comment #8 from s3734770@mail.zih.tu-dresden.de 2011-01-31 23:45:44 PST ---
the latest changes (between 11bc8991e94e2fa6d461193a6aff47f8f94b7a47 and
5e19b5ad16b2761fe9d8877318f2fc97b229335c) broke the driver.
I can use 2D menus with OGL and glxgears works but when I start using the 3D
part (uses FBO, shaders and vertex buffers), the image freezes and I cannot
stop my prog.
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--- Comment #9 from Dave Airlie <airlied@freedesktop.org> 2011-02-01 00:05:36 PST ---
does reverting
11bc8991e94e2fa6d461193a6aff47f8f94b7a47
fix it?
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--- Comment #10 from s3734770@mail.zih.tu-dresden.de 2011-02-01 00:15:31 PST ---
Git bisect blamed 14880a510a1a288df0778395097d5a52806abfb0,
there are strange things happening.
The framerate drops downto 3 FPS and the texture bug appears again.
I also created a patch inspired from glisse that fixes the bug (but is maybe
not the correct solution because the tiling management is still unfinished)
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--- Comment #11 from s3734770@mail.zih.tu-dresden.de 2011-02-01 00:16:03 PST ---
(In reply to comment #9)
> does reverting
>
> 11bc8991e94e2fa6d461193a6aff47f8f94b7a47
>
> fix it?
no
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--- Comment #12 from s3734770@mail.zih.tu-dresden.de 2011-02-01 00:19:08 PST ---
Created an attachment (id=42797)
View: https://bugs.freedesktop.org/attachment.cgi?id=42797
Review: https://bugs.freedesktop.org/review?bug=33762&attachment=42797
Patch that fixes the depth map copying (but not the freeze)
This patch is inspired by Jerome Glisse
This patch does not solve the problem that the screen is freezing
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--- Comment #13 from s3734770@mail.zih.tu-dresden.de 2011-02-01 00:23:53 PST ---
When I revert 14880a510a1a288df0778395097d5a52806abfb0, i can play with working
depth textures and 3 FPS.
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--- Comment #14 from s3734770@mail.zih.tu-dresden.de 2011-02-01 00:26:09 PST ---
Ah,
as I see the original problem is fixed in git but the glsl compiler had a
deadlock so that I cannot test it.
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s3734770@mail.zih.tu-dresden.de changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|NEW |RESOLVED
Resolution| |FIXED
--- Comment #15 from s3734770@mail.zih.tu-dresden.de 2011-04-07 01:20:28 PDT ---
resolved long time ago
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