From mboxrd@z Thu Jan 1 00:00:00 1970 From: bugzilla-daemon-CC+yJ3UmIYqDUpFQwHEjaQ@public.gmane.org Subject: [Bug 68402] Some elements are only rendered in top-left area Date: Fri, 23 Aug 2013 00:16:42 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============1917550301==" Return-path: In-Reply-To: List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Sender: nouveau-bounces+gcfxn-nouveau=m.gmane.org-PD4FTy7X32lNgt0PjOBp9y5qC8QIuHrW@public.gmane.org Errors-To: nouveau-bounces+gcfxn-nouveau=m.gmane.org-PD4FTy7X32lNgt0PjOBp9y5qC8QIuHrW@public.gmane.org To: nouveau-PD4FTy7X32lNgt0PjOBp9y5qC8QIuHrW@public.gmane.org List-Id: nouveau.vger.kernel.org --===============1917550301== Content-Type: multipart/alternative; boundary="1377217002.05dCf61.8213"; charset="us-ascii" --1377217002.05dCf61.8213 Date: Fri, 23 Aug 2013 00:16:42 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable https://bugs.freedesktop.org/show_bug.cgi?id=3D68402 --- Comment #4 from Emil Velikov --- You're a star J=C3=A1n Just had a word with our main dev and he suggested that viewport transformation is optional, whereas viewport clip rectangle must be set before and after 3d_blit(). With that said, here is what can be done to double-check/fix this - note a quick piglit [1] test before and after each one, plus testing of other game= s/gl apps is essential. * nuke the viewport clip rectangle (despite all odds) * change the viewport clip rectangle - traceback and use the original values (the ones saved at the begingin on 3d_blit() and restored at the end) * nuke the viewport transformation * add the conditional NV50_TIC_5_LAST_LEVEL__MASK on tic[5] in nvc0_create_texture_view (compare vs nv50_create_texture_view) I'm hoping that one of the last two will do the job, although chances are t= hat it may be one of the first two. Either way a piglit and further testing will prove which solution is the most appropriate. Feel free to give it a shot yourself, as it will take a some time until I g= et to it(apart from the lack of HW). Note: depending on your luck(and other unknown to me factors) piglit may lo= ckup X and your system. Normally a s2r cycle is sufficient to get it back into shape, otherwise a reboot is needed. Cheers, Emil [1] http://cgit.freedesktop.org/piglit/ --=20 You are receiving this mail because: You are the assignee for the bug. --1377217002.05dCf61.8213 Date: Fri, 23 Aug 2013 00:16:42 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable

Comment= # 4 on bug 68402<= /a> from Emil Velikov
You're a star J=C3=A1n

Just had a word with our main dev and he suggested that
viewport transformation is optional, whereas viewport clip rectangle must be
set before and after 3d_blit().

With that said, here is what can be done to double-check/fix this - note a
quick piglit [1] test before and after each one, plus testing of other game=
s/gl
apps is essential.

* nuke the viewport clip rectangle (despite all odds)
* change the viewport clip rectangle - traceback and use the original values
(the ones saved at the begingin on 3d_blit() and restored at the end)
* nuke the viewport transformation
* add the conditional NV50_TIC_5_LAST_LEVEL__MASK on tic[5] in
nvc0_create_texture_view (compare vs nv50_create_texture_view)

I'm hoping that one of the last two will do the job, although chances are t=
hat
it may be one of the first two. Either way a piglit and further testing will
prove which solution is the most appropriate.

Feel free to give it a shot yourself, as it will take a some time until I g=
et
to it(apart from the lack of HW).

Note: depending on your luck(and other unknown to me factors) piglit may lo=
ckup
X and your system. Normally a s2r cycle is sufficient to get it back into
shape, otherwise a reboot is needed.

Cheers,
Emil

[1] http://cgit.freedesktop=
.org/piglit/


You are receiving this mail because: =20=20=20=20=20=20
  • You are the assignee for the bug.
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