From: bugzilla-daemon@freedesktop.org
To: dri-devel@lists.freedesktop.org
Subject: [Bug 89156] r300g: GL_COMPRESSED_RED_RGTC1 / ATI1N support broken
Date: Thu, 26 Feb 2015 09:36:56 +0000 [thread overview]
Message-ID: <bug-89156-502-PrEkoqfPy8@http.bugs.freedesktop.org/> (raw)
In-Reply-To: <bug-89156-502@http.bugs.freedesktop.org/>
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https://bugs.freedesktop.org/show_bug.cgi?id=89156
--- Comment #4 from Stefan Dösinger <stefandoesinger@gmx.at> ---
Created attachment 113841
--> https://bugs.freedesktop.org/attachment.cgi?id=113841&action=edit
Shader used to read the texture
Indeed changing the swizzle fixes the random output. I have attached the shader
we use to sample the texture. We don't have a swizzle on the texture2D
statement, but we do swizzle the output variable, and apparently the optimizer
merges that.
If I use the RGBA values returned by the texture sampling directly I get a
solid color as expected. However, the value is off quite a bit: Instead of 0x7f
I get 0x6c.
The texture data we use is this:
static const char ati1n_data[] =
{
/* A 4x4 texture with the color component at 50%. */
0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
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next prev parent reply other threads:[~2015-02-26 9:36 UTC|newest]
Thread overview: 12+ messages / expand[flat|nested] mbox.gz Atom feed top
2015-02-15 16:28 [Bug 89156] r300g: GL_COMPRESSED_RED_RGTC1 / ATI1N support broken bugzilla-daemon
2015-02-21 10:49 ` bugzilla-daemon
2015-02-24 9:13 ` bugzilla-daemon
2015-02-24 21:38 ` bugzilla-daemon
2015-02-26 9:36 ` bugzilla-daemon [this message]
2015-02-26 11:23 ` bugzilla-daemon
2015-02-26 11:46 ` bugzilla-daemon
2015-02-26 13:26 ` bugzilla-daemon
2015-03-02 13:34 ` bugzilla-daemon
2015-03-02 13:50 ` bugzilla-daemon
2015-03-02 14:12 ` bugzilla-daemon
2015-03-09 20:05 ` bugzilla-daemon
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