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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 11:23:14 +0000	[thread overview]
Message-ID: <bug-89156-502-ZDoK7FrAjC@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 #5 from Marek Olšák <maraeo@gmail.com> ---
(In reply to Stefan Dösinger from comment #4)
> Created attachment 113841 [details]
> 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.

So it's a compiler bug.

> 
> 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,
> };

That's expected. ATI1N operates at lower precision. I'm afraid I can't change
that.

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  parent reply	other threads:[~2015-02-26 11:23 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
2015-02-26 11:23 ` bugzilla-daemon [this message]
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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