From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 57875] Second Life viewer bad rendering with git-ec83535
Date: Thu, 06 Dec 2012 23:43:23 +0000
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Date: Thu, 6 Dec 2012 23:43:23 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=3D57875
--- Comment #14 from Marek Ol=C5=A1=C3=A1k ---
(In reply to comment #10)
> > That bit only exists on r5xx asics. R3xx and r4xx don't have that bit.
> I'd say it's related to floating point depth buffer support. I don't know
> about the capabilities of the GPUs though and have to read up the
> interactions between depth_clamp and depth_buffer_float again, but I'd
> expect the limited depth buffer range to clamp the values.
There's no floating-point depth buffer support in r500.
> > I don't remember having anything useful besides some quick hacks and I =
don't
> > have them anymore.
> I've written a kernel hack, now the broken geometry is mostly behind the
> correct parts. I guess this is where you stopped last time.
>=20
> Before I give up on this I'd like to investigate some more things,
> particularly the interaction with glDepthRange(something similar to
> 92e7c6a2581b5f612a84587500399bb00318c6f0) and the interactions with and t=
he
92e7c6a258 fixes a piglit test which passes with r300g, so it's most probab=
ly
unrelated.
glDepthRange is packed in the Z component of the vectors in
pipe_viewport_state, which is applied after clipping and converts coordinat=
es
from the clip space to the window space.
--=20
You are receiving this mail because:
You are the assignee for the bug.
--1354837403.f68A2.27115
Date: Thu, 6 Dec 2012 23:43:23 +0000
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Commen=
t # 14
on bug 57875<=
/a>
from Marek Ol=C5=A1=C3=A1k
(In reply to comment #=
10)
> > That bit only exists on r5xx asics. R3xx a=
nd r4xx don't have that bit.
> I'd say it's related to floating point depth buffer support. I don't k=
now
> about the capabilities of the GPUs though and have to read up the
> interactions between depth_clamp and depth_buffer_float again, but I'd
> expect the limited depth buffer range to clamp the values.
There's no floating-point depth buffer support in r500.
> > I don't remember having anything useful bes=
ides some quick hacks and I don't
> > have them anymore.
> I've written a kernel hack, now the broken geometry is mostly behind t=
he
> correct parts. I guess this is where you stopped last time.
>=20
> Before I give up on this I'd like to investigate some more things,
> particularly the interaction with glDepthRange(something similar to
> 92e7c6a2581b5f612a84587500399bb00318c6f0) and the interactions with an=
d the
92e7c6a258 fixes a piglit test which passes with r300g, so it's most probab=
ly
unrelated.
glDepthRange is packed in the Z component of the vectors in
pipe_viewport_state, which is applied after clipping and converts coordinat=
es
from the clip space to the window space.
You are receiving this mail because:
=20=20=20=20=20=20
- You are the assignee for the bug.
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