Summary: | glBlitFramebuffer issue with max possible buffer sizes | ||
---|---|---|---|
Product: | Mesa | Reporter: | vadym <vadym.shovkoplias> |
Component: | Drivers/DRI/i965 | Assignee: | Intel 3D Bugs Mailing List <intel-3d-bugs> |
Status: | RESOLVED MOVED | QA Contact: | Intel 3D Bugs Mailing List <intel-3d-bugs> |
Severity: | normal | ||
Priority: | medium | ||
Version: | 18.2 | ||
Hardware: | Other | ||
OS: | All | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Attachments: |
read160_to0xffffff.png
read160_to0x7fffffff.png readIntMax_toIntMax.png |
Description
vadym
2018-09-27 15:01:35 UTC
Assume that a size of framebuffer is 160*160 We have a read-buffer and write-buffer. In general: reading of pixels of any region-size and writing them into region-size that greater or equal to 160 should give us the same results (whole area of write-buffer should be filled by color of read-buffer). That is satisfied except we are using some big pixel-values (dstX1, dstY1) starting from 0x7ffffff. I haven't found any restrictions in minimum/maximum values for parameters (dstX0, dstY0) and (dstX1, dstY1), they are integers so looks like they could be any valid integer. Test shows that for big dest-region a draw performed incorrectly. Correct blit of 160*160 region to dest (0xffffff, 0xffffff): read160_to0xffffff.png Incorrect blit of 160*160 region to dest (0x7fffffff, 0x7fffffff): read160_to0x7fffffff.png Incorrect blit of INT_MAX*INT_MAX region to dest (INT_MAX, INT_MAX): readIntMax_toIntMax.png Created attachment 143314 [details]
read160_to0xffffff.png
Created attachment 143315 [details]
read160_to0x7fffffff.png
Created attachment 143316 [details]
readIntMax_toIntMax.png
-- GitLab Migration Automatic Message -- This bug has been migrated to freedesktop.org's GitLab instance and has been closed from further activity. You can subscribe and participate further through the new bug through this link to our GitLab instance: https://gitlab.freedesktop.org/mesa/mesa/issues/1762. |
Use of freedesktop.org services, including Bugzilla, is subject to our Code of Conduct. How we collect and use information is described in our Privacy Policy.