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 11:23:14 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============1406324111==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id E936B6E7B9 for ; Thu, 26 Feb 2015 03:23:13 -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 --===============1406324111== Content-Type: multipart/alternative; boundary="1424949793.2cBDcdC1.16905"; charset="UTF-8" --1424949793.2cBDcdC1.16905 Date: Thu, 26 Feb 2015 11:23:13 +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 #5 from Marek Ol=C5=A1=C3=A1k --- (In reply to Stefan D=C3=B6singer from comment #4) > Created attachment 113841 [details] > Shader used to read the texture >=20 > 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. >=20 > 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. >=20 > The texture data we use is this: >=20 > static const char ati1n_data[] =3D > { > /* 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 chan= ge that. --=20 You are receiving this mail because: You are the assignee for the bug. --1424949793.2cBDcdC1.16905 Date: Thu, 26 Feb 2015 11:23:13 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable

Comment= # 5 on bug 89156<= /a> from Marek Ol=C5=A1=C3=A1k
(In reply to Stefan D=C3=B6singer from comment #4)
> Created attachment 113841 [details]
> Shader used to read the texture
>=20
> Indeed changing the swizzle fixes the random output. I have attached t=
he
> 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 appare=
ntly
> the optimizer merges that.

So it's a compiler bug.

>=20
> If I use the RGBA values returned by the texture sampling directly I g=
et a
> solid color as expected. However, the value is off quite a bit: Instea=
d of
> 0x7f I get 0x6c.
>=20
> The texture data we use is this:
>=20
> static const char ati1n_data[] =3D
> {
>     /* 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 chan=
ge
that.


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