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: Thu, 26 Feb 2015 09:36:56 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============0688597702==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id D68B56E1B6 for ; Thu, 26 Feb 2015 01:36:56 -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 --===============0688597702== Content-Type: multipart/alternative; boundary="1424943416.D66bC0.24166"; charset="UTF-8" --1424943416.D66bC0.24166 Date: Thu, 26 Feb 2015 09:36:56 +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 #4 from Stefan D=C3=B6singer --- Created attachment 113841 --> https://bugs.freedesktop.org/attachment.cgi?id=3D113841&action=3Dedit Shader used to read the texture Indeed changing the swizzle fixes the random output. I have attached the sh= ader 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 optimi= zer 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[] =3D { /* A 4x4 texture with the color component at 50%. */ 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; --=20 You are receiving this mail because: You are the assignee for the bug. --1424943416.D66bC0.24166 Date: Thu, 26 Feb 2015 09:36:56 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable

Comment= # 4 on bug 89156<= /a> from Stefan D=C3=B6singer
Created attachme=
nt 113841 [details]
Shader used to read the texture

Indeed changing the swizzle fixes the random output. I have attached the sh=
ader
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 optimi=
zer
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[] =3D
{
    /* A 4x4 texture with the color component at 50%. */
    0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};


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