From mboxrd@z Thu Jan 1 00:00:00 1970 From: bugzilla-daemon@freedesktop.org Subject: [Bug 99843] Geometry Shader - Incorrect Output Date: Thu, 16 Feb 2017 20:24:35 +0000 Message-ID: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============1390385524==" Return-path: Received: from culpepper.freedesktop.org (culpepper.freedesktop.org [IPv6:2610:10:20:722:a800:ff:fe98:4b55]) by gabe.freedesktop.org (Postfix) with ESMTP id EC2546E2EF for ; Thu, 16 Feb 2017 20:24:35 +0000 (UTC) List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Errors-To: dri-devel-bounces@lists.freedesktop.org Sender: "dri-devel" To: dri-devel@lists.freedesktop.org List-Id: dri-devel@lists.freedesktop.org --===============1390385524== Content-Type: multipart/alternative; boundary="14872766750.E4AcBFFd.23362"; charset="UTF-8" --14872766750.E4AcBFFd.23362 Date: Thu, 16 Feb 2017 20:24:35 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable X-Bugzilla-URL: http://bugs.freedesktop.org/ Auto-Submitted: auto-generated https://bugs.freedesktop.org/show_bug.cgi?id=3D99843 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=3D129684&action=3Dedit 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 =3D vec4(pos, 0.0, 1.0); } The fragment shader: #version 150 out vec4 outColour; void main(void) { outColour =3D vec4(1.0f, 1.0f, 1.0f, 1.0f); } The geometry shader: #version 150 layout(points) in; layout(line_strip, max_vertices =3D 13) out; uniform mat4 vpMatrix; void main() { for(int i =3D 0; i < 13; i++) { float polygonAngle =3D (i * 30) + 90.0f; vec4 vertexPosition =3D 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 =3D 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 =3D 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). --=20 You are receiving this mail because: You are the assignee for the bug.= --14872766750.E4AcBFFd.23362 Date: Thu, 16 Feb 2017 20:24:35 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable X-Bugzilla-URL: http://bugs.freedesktop.org/ Auto-Submitted: auto-generated
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 [details]
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 =3D vec4(pos, 0.0, 1.0);
}


The fragment shader:

#version 150
out vec4 outColour;

void main(void)
{
    outColour =3D vec4(1.0f, 1.0f, 1.0f, 1.0f);
}


The geometry shader:

#version 150
layout(points) in;
layout(line_strip, max_vertices =3D 13) out;
uniform mat4 vpMatrix;

void main()
{
    for(int i =3D 0; i < 13; i++)
    {
        float polygonAngle =3D (i * 30) + 90.0f;
        vec4 vertexPosition =3D 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 =3D 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 =3D 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.
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