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# Date Author Comment
2301cb2f 06/27/2018 11:08 AM Leszek Koltunski

I am pretty sure this time the flashing issues on Mali T880 r12 driver are finally fixed.

The fix: a queue of FBOs render to, just like before, but this time in DistortedScreen we blit not the current FBO, but the one computed several frames ago.

This of course introduces a delay and uses more memory, but it appears to work and does not seem to have any effects on speed.

baa3989b 06/24/2018 12:07 AM Leszek Koltunski

Revert last changes to the postprocessing FBO.

This reverts commit 2dbed690bdbee80d9bfb22c800073855eb5d0946.

f4d6114c 06/23/2018 11:18 PM Leszek Koltunski

I spoke too soon, the ARM Mali flashing is of course not fixed yet. The previous commit fixed Triblur, but the bug is still reproducible elsewhere (only in the 'postprocessed' apps though).

This commit introduces a circular queue in case of the postprocessing FBOs - with little success though.

9d845904 06/22/2018 10:38 PM Leszek Koltunski

Finally properly fix the flashing on ARM Mali T880 GPU.

The flashing is caused by a 'full pipeline flush' (see DarkPhoton, https://www.opengl.org/discussion_boards/showthread.php/200754-Flashes-on-ARM-Mali?p=1291679&viewfull=1#post1291679 ). In order to combat it, first introduce the possibility that a single DistortedOutputSurface is backed up by more than one FBO. Then make DistortedScreen be derived from DistortedFramebuffer (which itself is derived from DistortedOutputSurface) and make it contain 3 FBOs, render to them in a circular queue fashion, and blit from a given FBO to the system FBO. The 'more than 1 intermediate FBO' queue prevents the pipeline flush....

01b9a241 06/19/2018 11:09 PM Leszek Koltunski

Minor.

040cd18c 06/19/2018 11:04 PM Leszek Koltunski

Port all the 'non-controversial' changes from order-independent-transparency branch.

85bfeb7a 06/13/2018 09:33 PM Leszek Koltunski

Try and avoid re-sorting the children by buckets (if we can!). This makes change in rendering order in the 'Transparency' app actually work.

2dbed690 06/08/2018 02:03 PM Leszek Koltunski

In an attempt to contain the flashes on Mali GPU, re-structure the post-processing FBOs from 1 FBO with 2 color attachments + combined depth-stencil to 2 separate FBOs sharing a depth-stencil texture.

Result: this appears to make the flashes slightly worse.

82890e13 06/07/2018 11:47 AM Leszek Koltunski

Minor

2aef1f4d 05/31/2018 12:33 PM Leszek Koltunski

OIT: fixes for Mali: fix a broken loop in the oitRender fragment shader that resulted in flashing.

f05b1df0 05/31/2018 12:29 PM Leszek Koltunski

Adjustments for the 'Flag' app.

344ac0e4 05/30/2018 02:22 PM Leszek Koltunski

OIT: fix for 'out of memory' crash on Mali GPUs.

~The thing still does not fully work there - there are still strange flashes in apps that innvolve OIT, for example in 'Triblur'.

5fdae11d 05/23/2018 12:56 PM Leszek Koltunski

OIT: more fixes

c207da02 05/22/2018 03:48 PM Leszek Koltunski

OIT: fixes. Everything looks correct now except for the curious return of the 'dancing lower-left corner' small glitch in the 'Transparency' app.

90eb5f53 05/22/2018 01:26 PM Leszek Koltunski

OIT: correction for blending in Pass4

33f59f22 05/21/2018 05:17 PM Leszek Koltunski

OIT: move towards 4 passes ( clear - build - collapse - render )

bbe3283b 05/18/2018 02:13 PM Leszek Koltunski

correct oitRender again: we need to disable stencil reading and writing and restore after

c8d70463 05/18/2018 01:58 PM Leszek Koltunski

correct oitRenddr again; correct coming to paused state (we could crash)

e92f191a 05/18/2018 12:06 PM Leszek Koltunski

Make sure we don't create a feedback loop in oitRender

c41d046c 05/17/2018 08:16 PM Leszek Koltunski

Make sure we don't create a feedback loop in oitRender

9ab3b712 05/17/2018 04:10 PM Leszek Koltunski

Make us read only the DEPTH part of a DEPTH24_STENCIL8 attachment.

88c7b603 05/17/2018 03:33 PM Leszek Koltunski

Reengineer DistortedScreen

b52f9415 05/11/2018 03:17 PM Leszek Koltunski

OIT: correct depth

6770ef46 05/11/2018 03:11 PM Leszek Koltunski

Postprocessing: dont crash when we fail to compile postprocessing programs

66a0fa17 05/11/2018 12:53 PM Leszek Koltunski

OIT: some progress

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