[Mesa-dev] [Bug 61907] Indirect rendering of multi-texture vertex arrays broken
https://bugs.freedesktop.org/show_bug.cgi?id=61907 Matt Turnerchanged: What|Removed |Added Status|ASSIGNED|RESOLVED Resolution|--- |FIXED --- Comment #5 from Matt Turner --- I've pushed four patches, beginning with commit d57c85c1bf77f194720a that resolve this bug. Colin, thank you very much for tracking this down and fixing it. Sorry it took so long for someone else to notice it. In the future, it would make others' lives easier if you attached a real patch. I had to check out Mesa from the date you mentioned, untar the files over the existing ones, make a commit, and then rebase forward multiple years. The next major release of Mesa will contain the fixes, which I expect will be 12.1 or 13.0 depending on how GL support progresses. We could probably cherry-pick them to older stable branches if that is useful. -- You are receiving this mail because: You are the QA Contact for the bug.___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev
[Mesa-dev] [Bug 61907] Indirect rendering of multi-texture vertex arrays broken
https://bugs.freedesktop.org/show_bug.cgi?id=61907 Matt Turnerchanged: What|Removed |Added QA Contact||mesa-dev@lists.freedesktop. ||org Status|NEW |ASSIGNED Assignee|mesa-dev@lists.freedesktop. |matts...@gmail.com |org | --- Comment #4 from Matt Turner --- Thank you very much for the fixes. I came across one of these bugs recently, and I was pleasantly surprised to find this nice bug report complete with fixes. I've rebased the patches onto master and confirmed they work (after fixing another problem...). I'll send them out soon. You should expect to be in the Cc list. -- You are receiving this mail because: You are the QA Contact for the bug. You are the assignee for the bug.___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev
[Mesa-dev] [Bug 61907] Indirect rendering of multi-texture vertex arrays broken
https://bugs.freedesktop.org/show_bug.cgi?id=61907 --- Comment #3 from Colin McDonald cjmmail10...@yahoo.co.uk --- The piglit test tests/texturing/tex-skipped-unit.c demonstrates the problem, as it uses texture unit 1 with glTexCoordPointer. Using direct rendering, test passes. $ piglit-run.py --tests=skip tests/all.tests results/tex [Mon Mar 11 16:28:02 2013] :: running :: spec/!OpenGL 1.2/tex-skipped-unit [Mon Mar 11 16:28:02 2013] :: pass :: spec/!OpenGL 1.2/tex-skipped-unit Using indirect rendering, as required for a remote X display, fails: $ export LIBGL_ALWAYS_INDIRECT=1 $ piglit-run.py --tests=skip tests/all.tests results/tex [Mon Mar 11 16:29:04 2013] :: running :: spec/!OpenGL 1.2/tex-skipped-unit [Mon Mar 11 16:29:04 2013] :: fail :: spec/!OpenGL 1.2/tex-skipped-unit Using LIBGL patched with the given updates is OK: $ export LIBGL_ALWAYS_INDIRECT=1 $ export LD_LIBRARY_PATH=/home/patch/lib $ piglit-run.py --tests=skip tests/all.tests results/tex [Mon Mar 11 16:37:29 2013] :: running :: spec/!OpenGL 1.2/tex-skipped-unit [Mon Mar 11 16:37:29 2013] :: pass :: spec/!OpenGL 1.2/tex-skipped-unit I have to say that I've had all sorts of problems getting piglit to run on my linux system. It's a straightward Centos 6.3 installation, but the software renderer doesn't appear to be working properly. Hardware rendering is better. I don't know whats going on with the system, but I don't think those problems are related to this indirect texture protocol issue. Hopefully you will see the same results as given above. -- You are receiving this mail because: You are the assignee for the bug. ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev
[Mesa-dev] [Bug 61907] Indirect rendering of multi-texture vertex arrays broken
https://bugs.freedesktop.org/show_bug.cgi?id=61907 --- Comment #1 from Colin McDonald cjmmail10...@yahoo.co.uk --- I've realised that I was so focused on describing my code changes that I omitted to adequately describe the problem symptoms, other than to say that multi-texturing is broken. OpenSceneGraph makes extensive use off glDrawArrays and glDrawElements. Arrays of texture coordinates are set-up using glTexCoordPointer, for the active texture unit selected with glClientActiveTexture. For texture units 0, indirect rendering to a remote display results in those texture coordinates being either ignored, or corrupting the output of the unit 0 texture. This is because of the __glXInitVertexArrayState initialisation problem, which fails to get GL_MAX_TEXTURE_UNITS, and consequently rejects all texture units 0. The incorrect op codes and the wrong output order for double texture coords have the potential to cause protocol errors and/or crash the remote display server, but we don't actually get that because of multi-texture output being ignored due to the first problem. It is only when the first problem is fixed that the others become apparent. -- You are receiving this mail because: You are the assignee for the bug. ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev
[Mesa-dev] [Bug 61907] Indirect rendering of multi-texture vertex arrays broken
https://bugs.freedesktop.org/show_bug.cgi?id=61907 --- Comment #2 from Brian Paul bri...@vmware.com --- Just a quick note- it would be great to have a piglit test that exercises this issue (if there isn't one already). -- You are receiving this mail because: You are the assignee for the bug. ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev