From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 73528] Deferred lighting in Second Life causes system hiccups
and screen flickering
Date: Thu, 30 Jul 2015 16:47:43 +0000
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Date: Thu, 30 Jul 2015 16:47:43 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=73528
--- Comment #41 from MWATTT ---
I'm able to reproduce the bug (with commit
97ec2c694fe568e375ec7a2b85c1acb1e4666b54 reverted) with a small program after
viewing a minecraft apitrace.
Apparently, if 2 textures are attached to a fbo (as GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1), GL_COLOR_ATTACHMENT1 is cleared and after that
glDrawBuffers(2, {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}) is called, but
the shader of the following drawing command doesn't write anything in the
second buffer (GL_COLOR_ATTACHMENT1), then it will hang.
I've attached a small code which reproduce the hang.
--
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Date: Thu, 30 Jul 2015 16:47:43 +0000
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Comment # 41
on bug 73528
from MWATTT
I'm able to reproduce the bug (with commit
97ec2c694fe568e375ec7a2b85c1acb1e4666b54 reverted) with a small program after
viewing a minecraft apitrace.
Apparently, if 2 textures are attached to a fbo (as GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1), GL_COLOR_ATTACHMENT1 is cleared and after that
glDrawBuffers(2, {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}) is called, but
the shader of the following drawing command doesn't write anything in the
second buffer (GL_COLOR_ATTACHMENT1), then it will hang.
I've attached a small code which reproduce the hang.
You are receiving this mail because:
- You are the assignee for the bug.
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