* [Bug 25871] nearest neighbour samples wrong texel (precision/rounding problem)
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http://bugs.freedesktop.org/show_bug.cgi?id=25871
--- Comment #1 from Pierre Ossman <pierre-bugzilla@ossman.eu> 2010-01-04 13:48:51 PST ---
Created an attachment (id=32446)
--> (http://bugs.freedesktop.org/attachment.cgi?id=32446)
fp-tri.c
Test program to provoke the bug. This is a hacked version of fp-tri.c from
mesa/progs/fp that I was using to debug a problem with a bicubic filtering
fragment program, so it can be a bit messy. If you have trouble sorting it out,
then I can try to clean it up and remove non-essential bits.
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--- Comment #2 from Pierre Ossman <pierre-bugzilla@ossman.eu> 2010-01-04 13:49:22 PST ---
Created an attachment (id=32447)
--> (http://bugs.freedesktop.org/attachment.cgi?id=32447)
fragment program
The fragment program in its full form.
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https://bugs.freedesktop.org/show_bug.cgi?id=25871
--- Comment #3 from Alex Deucher <agd5f@yahoo.com> 2011-02-28 18:27:18 PST ---
For point sampled textures, SQ_TEX_SAMPLER_WORD2_0.MC_COORD_TRUNCATE needs to
be set to 1. The default behavior for texture addressing is to round unless
that bit is set.
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--- Comment #4 from Alex Deucher <agd5f@yahoo.com> 2011-02-28 18:56:24 PST ---
Created an attachment (id=43951)
View: https://bugs.freedesktop.org/attachment.cgi?id=43951
Review: https://bugs.freedesktop.org/review?bug=25871&attachment=43951
possible fix
Does this patch help?
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From: bugzilla-daemon @ 2012-09-11 11:32 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=25871
Andreas Boll <andreas.boll.dev@gmail.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Component|Drivers/DRI/R600 |Drivers/Gallium/r600
--- Comment #5 from Andreas Boll <andreas.boll.dev@gmail.com> 2012-09-11 11:32:01 UTC ---
(In reply to comment #4)
> Created attachment 43951 [details] [review]
> possible fix
>
> Does this patch help?
this patch has been committed as
commit 1dc204d145dc8c0b19473a7814c201a8954b6274
Author: Alex Deucher <alexdeucher@gmail.com>
Date: Mon Feb 28 21:52:19 2011 -0500
r600g: truncate point sampled texture coordinates
By default the hardware rounds texcoords. However,
for point sampled textures, the expected behavior is
to truncate. When we have point sampled textures,
set the truncate bit in the sampler.
Should fix:
https://bugs.freedesktop.org/show_bug.cgi?id=25871
Signed-off-by: Alex Deucher <alexdeucher@gmail.com>
and reverted in
commit 72c6a748b9ffdaa893f82faf911f22a241a5e4f5
Author: Marek Olšák <maraeo@gmail.com>
Date: Mon May 2 01:10:19 2011 +0200
Revert "r600g: truncate point sampled texture coordinates"
This reverts commit 1dc204d145dc8c0b19473a7814c201a8954b6274.
MC_COORD_TRUNCATE is for MPEG and produces quite an interesting behavior
on regular textures. Anyway that commit broke filtering in demos/cubemap.
reassigning to r600g
is this still an issue with a newer mesa (e.g. 8.0.4 or git master)?
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https://bugs.freedesktop.org/show_bug.cgi?id=25871
--- Comment #6 from Pierre Ossman <pierre-bugzilla@ossman.eu> 2012-09-11 13:51:20 UTC ---
I don't have any updated systems right now, so I can't really test. Test
program should still be valid though.
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https://bugs.freedesktop.org/show_bug.cgi?id=25871
--- Comment #7 from Andreas Boll <andreas.boll.dev@gmail.com> 2012-09-11 17:12:41 UTC ---
Created attachment 66984
--> https://bugs.freedesktop.org/attachment.cgi?id=66984
captured shader
I have tested your modified fp-tri-c from attachment 32446
with r600g on my rv770 .
I got the following output with mesa git master
e81ee67b51651e99e7e8e52c1ccafc66835d57cd
and mesa 8.0.4:
$ ./fp-tri -fps foo2.arb
!!ARBfp1.0
TEX result.color, 0.498046860099, texture[0], 2D;
END
GL_RENDERER = Gallium 0.4 on AMD RV770
glGetError = 0x0
12850 frames in 5.0 seconds = 2570.000 FPS
Additionally I have attached a screen shot from the shader.
What is the expected behavior?
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--- Comment #8 from Alex Deucher <agd5f@yahoo.com> 2012-09-11 17:23:43 UTC ---
might be fixed with this commit:
http://cgit.freedesktop.org/mesa/mesa/commit/?id=f44bda17f515c411071ca8744ebd96039d9c583b
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--- Comment #9 from Andreas Boll <andreas.boll.dev@gmail.com> 2012-09-12 12:34:21 UTC ---
(In reply to comment #8)
> might be fixed with this commit:
> http://cgit.freedesktop.org/mesa/mesa/commit/?id=f44bda17f515c411071ca8744ebd96039d9c583b
I can't see any difference between mesa git master and mesa 8.0.4 .
What is the expected behavior?
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--- Comment #10 from Pierre Ossman <pierre-bugzilla@ossman.eu> 2012-09-12 13:03:19 UTC ---
(In reply to comment #7)
>
> What is the expected behavior?
It's so long ago I don't remember the exact details. You can easily figure it
out though. The test program creates a 4x4 checker board texture and then uses
a single point on it to draw the triangles. The range [0.25,0.5[ should all be
the same color. The bug was that as you approached 0.5, it started sampling the
next pixel prematurely.
So change the fragment program to use coordinate 0.4 or something like that.
That colour should be the same as 0.4999... . Looking at the code, white seems
to be the correct colour.
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--- Comment #11 from Andreas Boll <andreas.boll.dev@gmail.com> 2012-09-12 13:56:46 UTC ---
(In reply to comment #10)
>
> It's so long ago I don't remember the exact details. You can easily figure it
> out though. The test program creates a 4x4 checker board texture and then uses
> a single point on it to draw the triangles. The range [0.25,0.5[ should all be
> the same color. The bug was that as you approached 0.5, it started sampling the
> next pixel prematurely.
>
> So change the fragment program to use coordinate 0.4 or something like that.
> That colour should be the same as 0.4999... . Looking at the code, white seems
> to be the correct colour.
Ok I've got it.
With coordinate 0.4 I get a white color and with 0.4999 I get black.
Additionally I checked the other end of the range:
Between the range [0.2480468676,0.498046860099] the color is white.
If I change the fragment program to use coordinate 0.2480468675 then the color
is black. With 0.4980468601 I get also black.
So the issue persists in git mesa master 9.1-devel (git-e81ee67)
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[-- Attachment #1.1: Type: text/plain, Size: 678 bytes --]
https://bugs.freedesktop.org/show_bug.cgi?id=25871
Marek Olšák <maraeo@gmail.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|NEW |RESOLVED
Resolution|--- |NOTABUG
--- Comment #12 from Marek Olšák <maraeo@gmail.com> ---
I think this is a normal behavior and it's not a precision issue. The
coordinates are rounded to 0.5, because the filter is NEAREST (and 0.5 is the
nearest pixel). Closing as NOTABUG.
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--- Comment #13 from Pierre Ossman <pierre-bugzilla@ossman.eu> ---
Hardly NOTABUG. There is no pixel at 0.5. The pixels are at 0.125, 0.375, 0.625
and 0.875. 0.49999 should get rounded to the 0.375 pixel. That's the closest,
not the 0.625 one.
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https://bugs.freedesktop.org/show_bug.cgi?id=25871
--- Comment #14 from Marek Olšák <maraeo@gmail.com> ---
Thanks for the feedback. So it is a precision issue after all. If fglrx
exhibits the same behavior, there is nothing I can do. I don't know of any
hardware state which controls precision of texture addressing.
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--- Comment #15 from Erik Faye-Lund <kusmabite@gmail.com> ---
(In reply to comment #14)
> Thanks for the feedback. So it is a precision issue after all. If fglrx
> exhibits the same behavior, there is nothing I can do. I don't know of any
> hardware state which controls precision of texture addressing.
AMD's Windows drivers at least seemingly consistently performs
nearest-filtering with round-off-point off by a 512th of a texel. So I think
this is somehow intended (even if really unfortunate for some non-trivial
usecases).
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--- Comment #16 from Pierre Ossman <pierre-bugzilla@ossman.eu> ---
(In reply to comment #14)
> Thanks for the feedback. So it is a precision issue after all. If fglrx
> exhibits the same behavior, there is nothing I can do. I don't know of any
> hardware state which controls precision of texture addressing.
I would guess it needs input from the AMD folks. So I guess getting their
attention is one thing that could be done. Maybe a microcode update could
solve.
I also haven't tested this in ages. Might not be an issue for modern chips...
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