From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 30752] New: [r300g] Too many texture indirections. Strange
behavior.
Date: Sun, 10 Oct 2010 07:50:29 -0700 (PDT)
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https://bugs.freedesktop.org/show_bug.cgi?id=30752
Summary: [r300g] Too many texture indirections. Strange
behavior.
Product: Mesa
Version: git
Platform: All
OS/Version: Linux (All)
Status: NEW
Severity: normal
Priority: medium
Component: Drivers/Gallium/r300
AssignedTo: dri-devel@lists.freedesktop.org
ReportedBy: isukin.intelliware@gmail.com
I have the naive blur convolution shader implementation:
uniform sampler2DRect tex;
void main(void)
{
vec3 color11 = texture2DRect(tex, gl_TexCoord[0].st +
vec2(-1.0, -1.0)).rgb;
vec3 color12 = texture2DRect(tex, gl_TexCoord[0].st +
vec2(0.0, -1.0)).rgb;
vec3 color13 = texture2DRect(tex, gl_TexCoord[0].st +
vec2(1.0, -1.0)).rgb;
vec3 color21 = texture2DRect(tex, gl_TexCoord[0].st +
vec2(-1.0, 0.0)).rgb;
vec3 color22 = texture2DRect(tex, gl_TexCoord[0].st).rgb;
vec3 color23 = texture2DRect(tex, gl_TexCoord[0].st +
vec2(1.0, 0.0)).rgb;
vec3 color31 = texture2DRect(tex, gl_TexCoord[0].st +
vec2(-1.0, 1.0)).rgb;
vec3 color32 = texture2DRect(tex, gl_TexCoord[0].st +
vec2(0.0, 1.0)).rgb;
vec3 color33 = texture2DRect(tex, gl_TexCoord[0].st +
vec2(1.0, 1.0)).rgb;
vec3 color = (color11 + color12 + color13 +
color21 + color22 + color23 +
color31 + color32 + color33);
gl_FragColor = vec4(color / 9.0, 1);
}
It doesn't work, saying that there are too many texture indirections. But if I
assign to vec3 color the value:
(2.0 * color11 + 2.0 * color12 + 2.0 * color13 +
2.0 * color21 + 2.0 * color22 + 2.0 * color23 +
2.0 * color31 + 2.0 * color32 + 2.0 * color33);
the shader will work. Is it the bug or the normal behavior?
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