From mboxrd@z Thu Jan 1 00:00:00 1970 From: bugzilla-daemon@freedesktop.org Subject: [Bug 89156] r300g: GL_COMPRESSED_RED_RGTC1 / ATI1N support broken Date: Mon, 02 Mar 2015 13:34:32 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============1592668450==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id 175CA6E020 for ; Mon, 2 Mar 2015 05:34:32 -0800 (PST) In-Reply-To: List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Errors-To: dri-devel-bounces@lists.freedesktop.org Sender: "dri-devel" To: dri-devel@lists.freedesktop.org List-Id: dri-devel@lists.freedesktop.org --===============1592668450== Content-Type: multipart/alternative; boundary="1425303271.ADcE0.5204"; charset="UTF-8" --1425303271.ADcE0.5204 Date: Mon, 2 Mar 2015 13:34:31 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable https://bugs.freedesktop.org/show_bug.cgi?id=3D89156 --- Comment #8 from Stefan D=C3=B6singer --- I ran some more tests, it seems that the format is operating at 3 bits precision. I can produce 8 different output colors. Otherwise it seems to follow the spec, so I don't think we're accidentally feeding the data into = an R3G3B2 texture. On Windows the format operates at the expected precision - I can get any ou= tput data from 0x00 to 0xff. I skimmed the GPU docs for clues what may cause this behavior but could not find anything. The things I checked were enabling / disabling filtering, ma= ke sure texture address handling follows conditional NP2 texture rules, disabl= ing alpha blending. For the sake of testing I also tried disabling FBOs and all= our sRGB code. I'm also quite sure that all 8 bits of red0 and red1 input arrive on the GP= U. I tested that by setting the code of each texel to 7 and then testing red0=3D= 1, red1=3D0 and red0=3D0 and red1=3D1. In the former case this gives the resul= t 0 (interpolation between red0 and red1), in the latter case this gives 0xfc (MAXRED). The same works for the input values 0x80 and 0x7f. I tested interpolation codes (e.g. red0=3D0x2, red1=3D0xa2, code 2 for each= texel, then try to reduce red0 or red1 by 1), and it seems that the input into the interpolation is OK, but either the interpolation happens at a lower precis= ion or the output is clamped afterwards. --=20 You are receiving this mail because: You are the assignee for the bug. --1425303271.ADcE0.5204 Date: Mon, 2 Mar 2015 13:34:31 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable

Comment= # 8 on bug 89156<= /a> from Stefan D=C3=B6singer
I ran some more tests, it seems that the format is operating a=
t 3 bits
precision. I can produce 8 different output colors. Otherwise it seems to
follow the spec, so I don't think we're accidentally feeding the data into =
an
R3G3B2 texture.

On Windows the format operates at the expected precision - I can get any ou=
tput
data from 0x00 to 0xff.

I skimmed the GPU docs for clues what may cause this behavior but could not
find anything. The things I checked were enabling / disabling filtering, ma=
ke
sure texture address handling follows conditional NP2 texture rules, disabl=
ing
alpha blending. For the sake of testing I also tried disabling FBOs and all=
 our
sRGB code.

I'm also quite sure that all 8 bits of red0 and red1 input arrive on the GP=
U. I
tested that by setting the code of each texel to 7 and then testing red0=3D=
1,
red1=3D0 and red0=3D0 and red1=3D1. In the former case this gives the resul=
t 0
(interpolation between red0 and red1), in the latter case this gives 0xfc
(MAXRED). The same works for the input values 0x80 and 0x7f.

I tested interpolation codes (e.g. red0=3D0x2, red1=3D0xa2, code 2 for each=
 texel,
then try to reduce red0 or red1 by 1), and it seems that the input into the
interpolation is OK, but either the interpolation happens at a lower precis=
ion
or the output is clamped afterwards.


You are receiving this mail because: =20=20=20=20=20=20
  • You are the assignee for the bug.
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