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* [Bug 30752] New: [r300g] Too many texture indirections. Strange behavior.
@ 2010-10-10 14:50 bugzilla-daemon
  2010-10-10 16:13 ` [Bug 30752] " bugzilla-daemon
                   ` (4 more replies)
  0 siblings, 5 replies; 6+ messages in thread
From: bugzilla-daemon @ 2010-10-10 14:50 UTC (permalink / raw)
  To: dri-devel

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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^ permalink raw reply	[flat|nested] 6+ messages in thread

end of thread, other threads:[~2010-11-22 10:03 UTC | newest]

Thread overview: 6+ messages (download: mbox.gz follow: Atom feed
-- links below jump to the message on this page --
2010-10-10 14:50 [Bug 30752] New: [r300g] Too many texture indirections. Strange behavior bugzilla-daemon
2010-10-10 16:13 ` [Bug 30752] " bugzilla-daemon
2010-10-11  6:08 ` bugzilla-daemon
2010-10-11  6:43 ` bugzilla-daemon
2010-11-22  5:54 ` bugzilla-daemon
2010-11-22 10:03 ` bugzilla-daemon

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