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) Message-ID: Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: 7bit Return-path: Received: from annarchy.freedesktop.org (annarchy.freedesktop.org [131.252.210.176]) by gabe.freedesktop.org (Postfix) with ESMTP id 49CCE9E744 for ; Sun, 10 Oct 2010 07:50:30 -0700 (PDT) List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Sender: dri-devel-bounces+sf-dri-devel=m.gmane.org@lists.freedesktop.org Errors-To: dri-devel-bounces+sf-dri-devel=m.gmane.org@lists.freedesktop.org To: dri-devel@lists.freedesktop.org List-Id: dri-devel@lists.freedesktop.org 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? -- Configure bugmail: https://bugs.freedesktop.org/userprefs.cgi?tab=email ------- You are receiving this mail because: ------- You are the assignee for the bug.