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From: bugzilla-daemon@freedesktop.org
To: dri-devel@lists.sourceforge.net
Subject: [Bug 26769] New: r600: wrong fragment shader input when using gl_fragCoord.
Date: Fri, 26 Feb 2010 03:02:12 -0800 (PST)	[thread overview]
Message-ID: <bug-26769-502@http.bugs.freedesktop.org/> (raw)

http://bugs.freedesktop.org/show_bug.cgi?id=26769

           Summary: r600: wrong fragment shader input when using
                    gl_fragCoord.
           Product: Mesa
           Version: git
          Platform: x86-64 (AMD64)
        OS/Version: Linux (All)
            Status: NEW
          Severity: normal
          Priority: medium
         Component: Drivers/DRI/R600
        AssignedTo: dri-devel@lists.sourceforge.net
        ReportedBy: wielkiegie@gmail.com


Created an attachment (id=33583)
 --> (http://bugs.freedesktop.org/attachment.cgi?id=33583)
Fragment shader to reproduce bug

Consider simple shader in attachment. It works as expected, samples texture
depending on input variable from vertex shader and puts texel as color.
Uncommenting first comment shouldn't change anything (gl_FragDepth just
defaults to gl_FragCoord.z), but it's not the case. In fact when I do so,
fp_texCoord is always vec2(0.0). Well, I'm not sure about that, but it gives
same results (e.g. all triangles are red, as is 0.0, 0.0 coordinate).

Note that using gl_FragCoord in *any* way (that is not optimized away) causes
this failure. For example uncommenting second comment gives same results.

I can include vertex shader (that is also simple, just multiplies matrix with
gl_Position and copies texCoord into fp_texCoord) and sample program, if that
matter.


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             reply	other threads:[~2010-02-26 11:02 UTC|newest]

Thread overview: 3+ messages / expand[flat|nested]  mbox.gz  Atom feed  top
2010-02-26 11:02 bugzilla-daemon [this message]
2012-11-02 16:31 ` [Bug 26769] r600: wrong fragment shader input when using gl_fragCoord bugzilla-daemon
2014-07-07 15:59 ` bugzilla-daemon

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