From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 101224] texelFetch(usampler) returns black color
Date: Mon, 29 May 2017 06:21:48 +0000
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X-Bugzilla-URL: http://bugs.freedesktop.org/
Auto-Submitted: auto-generated
https://bugs.freedesktop.org/show_bug.cgi?id=3D101224
Bug ID: 101224
Summary: texelFetch(usampler) returns black color
Product: Mesa
Version: 17.1
Hardware: x86-64 (AMD64)
OS: Linux (All)
Status: NEW
Severity: normal
Priority: medium
Component: Drivers/Gallium/radeonsi
Assignee: dri-devel@lists.freedesktop.org
Reporter: pmjobin@gmail.com
QA Contact: dri-devel@lists.freedesktop.org
Created attachment 131561
--> https://bugs.freedesktop.org/attachment.cgi?id=3D131561&action=3Dedit
texint.c test case + reference images
I isolated the issue in the provided texint.c test case which attempts to d=
raw
two identical bars by sampling a ramp pattern stored inside the red channel=
of
a texture. The top bar is drawn using sampler1D ('tex' in the code). The bo=
ttom
one is drawn using usampler1D and an integer texture ('texint' in the code).
Running the test under Mesa 17.1.1 (Fedora 26) yields a solid black bar for=
the
usampler1D case (bottom) rather than the expected ramp pattern (ref: bad.pn=
g).
Running the same code on the same hardware in Windows 10 + Radeon Crimson
ReLive Edition 17.5.2 yields two identical red ramps (ref: good.png).
Relevant lines from glxinfo:
OpenGL vendor string: X.Org
OpenGL renderer string: Gallium 0.4 on AMD POLARIS10 (DRM 3.10.0 /
4.11.3-300.fc26.x86_64, LLVM 4.0.0)
OpenGL core profile version string: 4.5 (Core Profile) Mesa 17.1.1
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Auto-Submitted: auto-generated
| Bug ID |
101224
|
| Summary |
texelFetch(usampler) returns black color
|
| Product |
Mesa
|
| Version |
17.1
|
| Hardware |
x86-64 (AMD64)
|
| OS |
Linux (All)
|
| Status |
NEW
|
| Severity |
normal
|
| Priority |
medium
|
| Component |
Drivers/Gallium/radeonsi
|
| Assignee |
dri-devel@lists.freedesktop.org
|
| Reporter |
pmjobin@gmail.com
|
| QA Contact |
dri-devel@lists.freedesktop.org
|
Created at=
tachment 131561 [details]
texint.c test case + reference images
I isolated the issue in the provided texint.c test case which attempts to d=
raw
two identical bars by sampling a ramp pattern stored inside the red channel=
of
a texture. The top bar is drawn using sampler1D ('tex' in the code). The bo=
ttom
one is drawn using usampler1D and an integer texture ('texint' in the code).
Running the test under Mesa 17.1.1 (Fedora 26) yields a solid black bar for=
the
usampler1D case (bottom) rather than the expected ramp pattern (ref: bad.pn=
g).
Running the same code on the same hardware in Windows 10 + Radeon Crimson
ReLive Edition 17.5.2 yields two identical red ramps (ref: good.png).
Relevant lines from glxinfo:
OpenGL vendor string: X.Org
OpenGL renderer string: Gallium 0.4 on AMD POLARIS10 (DRM 3.10.0 /
4.11.3-300.fc26.x86_64, LLVM 4.0.0)
OpenGL core profile version string: 4.5 (Core Profile) Mesa 17.1.1
You are receiving this mail because:
- You are the assignee for the bug.
=
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IG1haWxpbmcgbGlzdApkcmktZGV2ZWxAbGlzdHMuZnJlZWRlc2t0b3Aub3JnCmh0dHBzOi8vbGlz
dHMuZnJlZWRlc2t0b3Aub3JnL21haWxtYW4vbGlzdGluZm8vZHJpLWRldmVsCg==
--===============0452815825==--
From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 101224] texelFetch(usampler) returns black color
Date: Mon, 12 Jun 2017 14:14:57 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=3D101224
--- Comment #1 from Nicolai H=C3=A4hnle ---
Thanks for the report. I can reproduce this, and I'll investigate.
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 101224] texelFetch(usampler) returns black color
Date: Mon, 12 Jun 2017 14:42:29 +0000
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Date: Mon, 12 Jun 2017 14:42:29 +0000
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X-Bugzilla-URL: http://bugs.freedesktop.org/
Auto-Submitted: auto-generated
https://bugs.freedesktop.org/show_bug.cgi?id=3D101224
Nicolai H=C3=A4hnle changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|NEW |RESOLVED
Resolution|--- |NOTOURBUG
--- Comment #2 from Nicolai H=C3=A4hnle ---
Your texture is incomplete, because you left Min/Mag filters at GL_LINEAR /
GL_LINEAR_MIPMAP_NEAREST, which is an incorrect setting for integer texture=
s.
You need to switch both to GL_NEAREST instead.
It's a bug in the Windows driver that this condition isn't flagged.
--=20
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Nicolai H=C3=A4hnle
changed
bug 10122=
4
| What |
Removed |
Added |
| Status |
NEW
|
RESOLVED
|
| Resolution |
---
|
NOTOURBUG
|
Commen=
t # 2
on bug 10122=
4
from Nicolai H=C3=A4hnle
Your texture is incomplete, because you left Min/Mag filters a=
t GL_LINEAR /
GL_LINEAR_MIPMAP_NEAREST, which is an incorrect setting for integer texture=
s.
You need to switch both to GL_NEAREST instead.
It's a bug in the Windows driver that this condition isn't flagged.
You are receiving this mail because:
- You are the assignee for the bug.
=
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--===============2096706246==--
From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 101224] texelFetch(usampler) returns black color
Date: Tue, 13 Jun 2017 06:17:43 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=3D101224
--- Comment #3 from Pierre-Marc Jobin ---
Nicolai,
First and foremost, I wish to thank you for your time and support.
I applied the fix you recommended and now, the testcase behaves as expected.
You mention the incompatible filtering parameter "condition being flagged" =
but
prior to filling a bug report, I did run the testcase against a debug conte=
xt
(as well as under apitrace) and obtained no diagnostic information whatsoev=
er
about the texture lack of completeness.
I understand that integer textures are incompatible with filtering settings
other than GL_NEAREST but I did expect glTextureStorage to take care of tha=
t as
it receives the internal format argument. It does take care of mipmap setti=
ngs
afaik.
As a suggestion, would it be possible for the driver to at least generate a
ARB_debug_output message when linear filtering is applied to an integer
texture? (especially since this is a default setting) I wouldn't have suspe=
cted
a driver bug if I had been made aware of my mistake in some shape or form.
Thank you again,
PM
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Commen=
t # 3
on bug 10122=
4
from Pierre-Marc Jobin
Nicolai,
First and foremost, I wish to thank you for your time and support.
I applied the fix you recommended and now, the testcase behaves as expected.
You mention the incompatible filtering parameter "condition being flag=
ged" but
prior to filling a bug report, I did run the testcase against a debug conte=
xt
(as well as under apitrace) and obtained no diagnostic information whatsoev=
er
about the texture lack of completeness.
I understand that integer textures are incompatible with filtering settings
other than GL_NEAREST but I did expect glTextureStorage to take care of tha=
t as
it receives the internal format argument. It does take care of mipmap setti=
ngs
afaik.
As a suggestion, would it be possible for the driver to at least generate a
ARB_debug_output message when linear filtering is applied to an integer
texture? (especially since this is a default setting) I wouldn't have suspe=
cted
a driver bug if I had been made aware of my mistake in some shape or form.
Thank you again,
PM
You are receiving this mail because:
- You are the assignee for the bug.
=
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 101224] texelFetch(usampler) returns black color
Date: Tue, 13 Jun 2017 07:56:46 +0000
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--- Comment #4 from Nicolai H=C3=A4hnle ---
Hi Pierre-Marc! Conceptually, glTextureStorage can't take care of the sampl=
er
settings unfortuantely because of the possibility of having separate sampler
objects.
I agree with you though that having a debug message on incomplete textures
would be useful.
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Commen=
t # 4
on bug 10122=
4
from Nicolai H=C3=A4hnle
Hi Pierre-Marc! Conceptually, glTextureStorage can't take care=
of the sampler
settings unfortuantely because of the possibility of having separate sampler
objects.
I agree with you though that having a debug message on incomplete textures
would be useful.
You are receiving this mail because:
- You are the assignee for the bug.
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 101224] texelFetch(usampler) returns black color
Date: Wed, 14 Jun 2017 15:08:51 +0000
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--- Comment #5 from Nicolai H=C3=A4hnle ---
FWIW, in Mesa debug builds, you can set the environment variable
MESA_DEBUG=3Dincomplete_tex, and it will print out information about incomp=
lete
textures. Might be a nice project for somebody to hook that up with
ARB_debug_output.
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Commen=
t # 5
on bug 10122=
4
from Nicolai H=C3=A4hnle
FWIW, in Mesa debug builds, you can set the environment variab=
le
MESA_DEBUG=3Dincomplete_tex, and it will print out information about incomp=
lete
textures. Might be a nice project for somebody to hook that up with
ARB_debug_output.
You are receiving this mail because:
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 101224] texelFetch(usampler) returns black color
Date: Sun, 18 Jun 2017 21:19:47 +0000
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--- Comment #6 from Roland Scheidegger ---
This is certainly not the first time it came up fwiw, especially since ther=
e's
binary drivers which will just ignore the incomplete texture since obviously
that sampler state isn't needed at all for texture fetch (yes technically t=
hey
are wrong). It is also very easy to miss since it's really not obvious you =
have
to worry about it for texel fetches (it is logical given how the incomplete
texture is defined, but still sort of surprising, especially when you might
have experience with d3d10 which doesn't have sampler state at all for just
fetches (loads)).
So I think everybody agrees hooking that detection up with ARB_debug_output
would be a good idea.
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--14978207870.Af9B.28414
Date: Sun, 18 Jun 2017 21:19:47 +0000
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Commen=
t # 6
on bug 10122=
4
from Roland Scheidegger
This is certainly not the first time it came up fwiw, especial=
ly since there's
binary drivers which will just ignore the incomplete texture since obviously
that sampler state isn't needed at all for texture fetch (yes technically t=
hey
are wrong). It is also very easy to miss since it's really not obvious you =
have
to worry about it for texel fetches (it is logical given how the incomplete
texture is defined, but still sort of surprising, especially when you might
have experience with d3d10 which doesn't have sampler state at all for just
fetches (loads)).
So I think everybody agrees hooking that detection up with ARB_debug_output
would be a good idea.
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