|Summary:||[i965] no vertex shader textures supported|
|Product:||Mesa||Reporter:||Gordon Jin <gordon.jin>|
|Component:||Drivers/DRI/i965||Assignee:||Eric Anholt <eric>|
|Status:||VERIFIED FIXED||QA Contact:|
|Priority:||medium||CC:||jinjin.wang, nathanhi, ouping.zhang, tkemenczy, xunx.fang|
|i915 platform:||i915 features:|
Description Gordon Jin 2010-08-11 19:49:59 UTC
src/mesa/drivers/dri/i965/brw_context.c: ctx->Const.MaxVertexTextureImageUnits = 0; /* no vertex shader textures */ This gets mesa glsl demo vert-tex fail under i965 with below error (while pass under swrast): Error: no vertex shader texture units supported.
Comment 1 Eric Anholt 2010-08-17 14:59:39 UTC
Not supporting vertex textures is within spec, but something we plan to change as we work towards GL 3.0.
Comment 2 Eric Anholt 2010-11-09 11:51:41 UTC
*** Bug 31506 has been marked as a duplicate of this bug. ***
Comment 3 Christopher Egert 2011-05-14 15:53:53 UTC
*** Bug 36728 has been marked as a duplicate of this bug. ***
Comment 4 Md Imam Hossain 2011-08-11 02:27:39 UTC
Just to express some finding: Using, Linux 3.0.1-030001-generic X.Org X Server 1.10.1 libdrm-2.4.26 xf86-video-intel-2.16.0 mesa-fa351bd2e0aecccd5ed6ef8744d5ba4a6dbf5d2c and software rendering of Gallium 0.4 on llvmpipe (LLVM 0x208) by exporting LIBGL_ALWAYS_SOFTWARE=1 before app vertex textures demo from "GPU Caps Viewer" program by WINE runs fairly well around 4 fps, I can remember even on Windows on the same hardware it hardly go over 2 fps. So, I am just wondering, is there any possibility to integrate this Gallium software rendering to Intel Mesa driver only for this functionality, since hardware does not support it. Thank you
Comment 5 Ian Romanick 2011-12-23 17:35:01 UTC
*** Bug 43359 has been marked as a duplicate of this bug. ***
Comment 6 Ian Romanick 2011-12-23 17:35:35 UTC
*** Bug 43360 has been marked as a duplicate of this bug. ***
Comment 7 Ian Romanick 2011-12-23 17:37:07 UTC
This should be fixed by: commit 37d24a70daa41bbad9c7a85dd432f561a172e858 Author: Kenneth Graunke <firstname.lastname@example.org> Date: Thu Oct 27 21:57:48 2011 -0700 i965: Advertise our vertex shader texture units. Previously, we advertised 0 VS texture units. Now that we have proper support for using the sampling engine in the VS, we can advertise 16, which is conveniently the number required for OpenGL 3.0. v2: Enable on Gen4. I hacked up my tests to not use flat ivec varyings and they pass. Signed-off-by: Kenneth Graunke <email@example.com> Reviewed-by: Eric Anholt <firstname.lastname@example.org> Reviewed-by: Ian Romanick <email@example.com>
Comment 8 Ian Romanick 2011-12-23 17:39:26 UTC
*** Bug 41609 has been marked as a duplicate of this bug. ***
Comment 9 fangxun 2011-12-25 23:34:38 UTC
Verified with mesa master commit ec4851253bbf7fd7d11c5570f19f9733a885e471.
on Jan 19, 2017 at 12:59:01.
(provided by the Example extension).