From: Ian Romanick
I recently found (by inspection) that
glBlitFramebuffer(GL_STENCIL_BUFFER_BIT) from a GL_READ_FRAMEBUFFER with
a GL_TEXTURE_RECTANGLE target stencil texture would corrupt the
GL_DEPTH_STENCIL_TEXTURE_MODE.
I was not able to fully test the
From: Ian Romanick
Realistically, the test needs OpenGL 3.0 because it requires GLSL 1.30.
I doubt there will ever be a driver that can do GL_ARB_stencil_texturing
that doesn't also support OpenGL 3.0.
Signed-off-by: Ian Romanick
Cc: Kenneth
On 01/13/2016 09:02 AM, Ilia Mirkin wrote:
> On Wed, Jan 13, 2016 at 4:08 AM, Ian Romanick wrote:
>> From: Ian Romanick
>>
>> I recently found (by inspection) that
>> glBlitFramebuffer(GL_STENCIL_BUFFER_BIT) from a GL_READ_FRAMEBUFFER with
>> a
From: Ian Romanick
I recently found (by inspection) that
glBlitFramebuffer(GL_STENCIL_BUFFER_BIT) from a GL_READ_FRAMEBUFFER with
a GL_TEXTURE_RECTANGLE target stencil texture would corrupt the
GL_DEPTH_STENCIL_TEXTURE_MODE.
NOTE: The GL_TEXTURE_RECTANGLE subtest fails
There is at least one bigger bug in this series, and fixing it will
require changes to shader-runner too. I had some e-mail either from one
of the guys at VMware or one of the guys at NVIDIA, but I can't find it.
My recollection is that there is some case in the generator (and
shader-runner in
While the spec is taking about multiple layout qualifiers we interpret that
to mean layout-qualifier-names can also occur multiple times within
a single layout qualifier.
In Section 4.4 (Layout Qualifiers) of the GLSL 4.40 spec it clarifies this:
"More than one layout qualifier may appear in
I seem to remember this, it was nvidia I think, if that helps you look for
the email.
On Wed, Jan 13, 2016 at 11:39 AM, Ian Romanick wrote:
> There is at least one bigger bug in this series, and fixing it will
> require changes to shader-runner too. I had some e-mail
On 01/13/2016 01:34 PM, Dylan Baker wrote:
> I seem to remember this, it was nvidia I think, if that helps you look
> for the email.
Looking at old messages in the thread... it looks like this was fixed in
shader-runner in
---
tests/shaders/shader_runner.c | 39 +++
1 file changed, 39 insertions(+)
diff --git a/tests/shaders/shader_runner.c b/tests/shaders/shader_runner.c
index c00fd61..f176fdb 100644
--- a/tests/shaders/shader_runner.c
+++ b/tests/shaders/shader_runner.c
@@
I think I've finished the implementation of ARB_shader_group_vote [1]
for i965/fs [2], but I haven't come up with any ideas for testing it.
Please give me some ideas. :)
[1] https://www.opengl.org/registry/specs/ARB/shader_group_vote.txt
[2] git://people.freedesktop.org/~mattst88/mesa
From: Roland Scheidegger
The test cannot work without this (and thus always failed if not present).
---
tests/spec/arb_viewport_array/render_viewport_2.c | 1 +
1 file changed, 1 insertion(+)
diff --git a/tests/spec/arb_viewport_array/render_viewport_2.c
Reviewed-by: Ilia Mirkin
On Wed, Jan 13, 2016 at 7:21 PM, wrote:
> From: Roland Scheidegger
>
> The test cannot work without this (and thus always failed if not present).
> ---
> tests/spec/arb_viewport_array/render_viewport_2.c |
While the spec is taking about multiple layout qualifiers we interpert that
to mean layout-qualifier-names can also occur multiple times within
a single layout qualifier.
In Section 4.4 (Layout Qualifiers) of the GLSL 4.40 spec it clarifies this:
"More than one layout qualifier may appear in
On Wed, Jan 13, 2016 at 11:48 PM, Timothy Arceri
wrote:
> While the spec is taking about multiple layout qualifiers we interpert that
> to mean layout-qualifier-names can also occur multiple times within
> a single layout qualifier.
>
> In Section 4.4 (Layout
On 01/13/2016 02:23 PM, Matt Turner wrote:
> I think I've finished the implementation of ARB_shader_group_vote [1]
\o/
> for i965/fs [2], but I haven't come up with any ideas for testing it.
>
> Please give me some ideas. :)
You could start with a couple simple sanity tests:
- Render a
On Wed, Jan 13, 2016 at 4:08 AM, Ian Romanick wrote:
> From: Ian Romanick
>
> I recently found (by inspection) that
> glBlitFramebuffer(GL_STENCIL_BUFFER_BIT) from a GL_READ_FRAMEBUFFER with
> a GL_TEXTURE_RECTANGLE target stencil texture would
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