https://bugs.freedesktop.org/show_bug.cgi?id=99843 Bug ID: 99843 Summary: Geometry Shader - Incorrect Output Product: Mesa Version: unspecified Hardware: x86-64 (AMD64) OS: Linux (All) Status: NEW Severity: normal Priority: medium Component: Drivers/Gallium/radeonsi Assignee: dri-devel@lists.freedesktop.org Reporter: dan@jerber.co.uk QA Contact: dri-devel@lists.freedesktop.org Created attachment 129684 --> https://bugs.freedesktop.org/attachment.cgi?id=129684&action=edit Typical output Hi, I am developing a cross-platform application. I have recently found an issue that is only present when it is tested on a Ubuntu machine. I have managed to find a minimal example that shows the issue as follows: The vertex shader: #version 150 in vec2 pos; void main(void) { gl_Position = vec4(pos, 0.0, 1.0); } The fragment shader: #version 150 out vec4 outColour; void main(void) { outColour = vec4(1.0f, 1.0f, 1.0f, 1.0f); } The geometry shader: #version 150 layout(points) in; layout(line_strip, max_vertices = 13) out; uniform mat4 vpMatrix; void main() { for(int i = 0; i < 13; i++) { float polygonAngle = (i * 30) + 90.0f; vec4 vertexPosition = vec4((sin(radians(polygonAngle)) * 0.5f) + gl_in[0].gl_Position.x, (cos(radians(polygonAngle)) * 0.5f) + gl_in[0].gl_Position.y, 0.0f, 1.0f); gl_Position = vpMatrix * vertexPosition; EmitVertex(); } EndPrimitive(); } The problem occurs when the shader program is used with multiple VBO's. For example: 3 separate VBO's are created with {-1.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, -1.0f} as the data. Then, for each repaint: for(int i = 0; i < 3; i++) { Bind array buffer i. glDrawArrays(GL_POINTS, 0, 1); } This produces strange results for the third polygon (shown in the attached image Output.JPG). If tested on a Windows 10 machine (exactly the same hardware) or an OSX machine, the results are as expected (3 regular polygons with 12 sides). -- You are receiving this mail because: You are the assignee for the bug.