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 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============1219366460==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id 4EF496ECE0 for ; Thu, 30 Jul 2015 09:47:43 -0700 (PDT) In-Reply-To: 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 --===============1219366460== Content-Type: multipart/alternative; boundary="1438274863.Feee3.30367"; charset="UTF-8" --1438274863.Feee3.30367 Date: Thu, 30 Jul 2015 16:47:43 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" 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. -- You are receiving this mail because: You are the assignee for the bug. --1438274863.Feee3.30367 Date: Thu, 30 Jul 2015 16:47:43 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8"

Comment # 41 on bug 73528 from
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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