To reproduce I set the 'export NV50_PROG_OPTIMIZE=1' because otherwise bugs in nouveau shader compiler cause severe misrenderings Then you notice that random bits of the scenery appear and disappear randomly. I bisected this issue to commit 'mesa,vbo: properly detect when vertex arrays need to be recalculated' However, further commits appear to also break rendering in similar way. To restore the functionality, I had to revert 6 commits: fb4a34e60eb4c1bdc7b0fdcd98d1bf3038c354e8 'mesa: set _NEW_VARYING_VP_INPUTS flag only if fixed-func VP is enabled & valid' 6fc565a94bc0de7ad617c28db7b8b6dfa4102d49 '"vbo: do FLUSH_CURRENT before validating and updating state' 576c8c592a4be7047a00b0c8fe3851b09f10d8d4 'mesa: add _NEW_VARYING_VP_INPUTS for gl_context::varying_vp_inputs' b0e048f0b955ef79e2de794172de053d27d7d8fa 'mesa: move gl_array_attrib::NewState to gl_array_object::NewArrays' 81afdd20f3f574ce29559d8ad77df5c77652009e 'vbo: don't check twice whether it's valid to render' 784dd51198433e5c299da4a7742c68d21d68d1c1 'mesa,vbo: properly detect when vertex arrays need to be recalculated'
Created attachment 65578 [details] [review] additional revert It turns out that clean revert of above isn't enough, and by doing diff between older revert patches and these, I get this patch, and when it applied only then the bug disappers. Of course I didn't look at all at inner working of this, and I will soon. So most likely these reverts weren't that useful
It turned out this this bug got fixed (accidently or not) recently, I just forgot to pull mesa. So closing this till it breaks again :-)
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