From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 95085] Invalid sampling of second texture in fragment shader
that have two samplers with different parameters.
Date: Mon, 25 Apr 2016 14:35:45 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=95085
Marek Olšák changed:
What |Removed |Added
----------------------------------------------------------------------------
Assignee|idr@freedesktop.org |dri-devel@lists.freedesktop
| |.org
Component|glsl-compiler |Drivers/Gallium/radeonsi
CC|maraeo@gmail.com |
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Marek Olšák
changed
bug 95085
| What |
Removed |
Added |
| Assignee |
idr@freedesktop.org
|
dri-devel@lists.freedesktop.org
|
| Component |
glsl-compiler
|
Drivers/Gallium/radeonsi
|
| CC |
maraeo@gmail.com
|
|
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 95085] Invalid sampling of second texture in fragment shader
that have two samplers with different parameters.
Date: Fri, 29 Apr 2016 18:55:54 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=95085
Nicolai Hähnle changed:
What |Removed |Added
----------------------------------------------------------------------------
Resolution|--- |NOTOURBUG
Status|NEW |RESOLVED
--- Comment #12 from Nicolai Hähnle ---
Frankly, I don't see how your sample is supposed to render text. The fragment
shader only accesses the font texture when nModeOut != 0u, and the value is
just passed through from the vertex buffer. According to qapitrace, nModeIn is
equal to 0 for all vertices in the final glDrawArrays call... at least based on
the apitrace, I'm pretty sure that this is not a driver bug.
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Nicolai Hähnle
changed
bug 95085
| What |
Removed |
Added |
| Resolution |
---
|
NOTOURBUG
|
| Status |
NEW
|
RESOLVED
|
Comment # 12
on bug 95085
from Nicolai Hähnle
Frankly, I don't see how your sample is supposed to render text. The fragment
shader only accesses the font texture when nModeOut != 0u, and the value is
just passed through from the vertex buffer. According to qapitrace, nModeIn is
equal to 0 for all vertices in the final glDrawArrays call... at least based on
the apitrace, I'm pretty sure that this is not a driver bug.
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 95085] Invalid sampling of second texture in fragment shader
that have two samplers with different parameters.
Date: Fri, 29 Apr 2016 21:07:54 +0000
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Date: Fri, 29 Apr 2016 21:07:54 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=95085
Nicolai Hähnle changed:
What |Removed |Added
----------------------------------------------------------------------------
Resolution|NOTOURBUG |---
Status|RESOLVED |REOPENED
--- Comment #13 from Nicolai Hähnle ---
I spoke too soon. There seem to be several bugs here (one pointed out by Bas
Nieuwenhuizen), I'm going to investigate this again in more detail.
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Nicolai Hähnle
changed
bug 95085
| What |
Removed |
Added |
| Resolution |
NOTOURBUG
|
---
|
| Status |
RESOLVED
|
REOPENED
|
Comment # 13
on bug 95085
from Nicolai Hähnle
I spoke too soon. There seem to be several bugs here (one pointed out by Bas
Nieuwenhuizen), I'm going to investigate this again in more detail.
You are receiving this mail because:
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 95085] Invalid sampling of second texture in fragment shader
that have two samplers with different parameters.
Date: Fri, 29 Apr 2016 23:27:02 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=95085
--- Comment #14 from Nicolai Hähnle ---
I think I understand now where the bug is coming from, and I'm not sure if it's
a driver or an application bug :)
The trace uses glVertexAttribPointer instead of glVertexAttribIPointer to set
up a vertex element that will consumed by an uint GLSL variable. I kind of
suspect that that should be undefined behaviour, but I haven't found a
corresponding spec reference.
In any case, it looks like this causes different parts of the driver and the
various auxiliary tools to disagree about whether the element should be treated
as an int or as a float, and some conversion happens somewhere that makes it
all go wrong...
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Comment # 14
on bug 95085
from Nicolai Hähnle
I think I understand now where the bug is coming from, and I'm not sure if it's
a driver or an application bug :)
The trace uses glVertexAttribPointer instead of glVertexAttribIPointer to set
up a vertex element that will consumed by an uint GLSL variable. I kind of
suspect that that should be undefined behaviour, but I haven't found a
corresponding spec reference.
In any case, it looks like this causes different parts of the driver and the
various auxiliary tools to disagree about whether the element should be treated
as an int or as a float, and some conversion happens somewhere that makes it
all go wrong...
You are receiving this mail because:
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 95085] Invalid sampling of second texture in fragment shader
that have two samplers with different parameters.
Date: Sat, 30 Apr 2016 01:11:16 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=95085
--- Comment #15 from Roland Scheidegger ---
(In reply to Nicolai Hähnle from comment #14)
> The trace uses glVertexAttribPointer instead of glVertexAttribIPointer to
> set up a vertex element that will consumed by an uint GLSL variable. I kind
> of suspect that that should be undefined behaviour, but I haven't found a
> corresponding spec reference.
I can't see how that could work (I don't understand how that could work with
some drivers even). glVertexAttribPointer() means the data is really floats -
if you'd use a non-float type to specify it, it will implicitly get converted
to floats. So ok you could cheat there which would leave the data untouched (I
haven't looked at the trace), and rely on the uint input to just read that data
as-is maybe. Not sure if that could work even if you could trick the
implementation to do this - integers as floats have some bad habits, namely all
your negative numbers tend to change their value (as they are NaNs), and your
positive numbers may have some attraction to zero (as they are denorms...).
In any case, just don't do this - these different attrib pointers exist for a
reason. Also see
http://stackoverflow.com/questions/28014864/why-different-variations-of-glvertexattribpointer-do-exist
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Comment # 15
on bug 95085
from Roland Scheidegger
(In reply to Nicolai Hähnle from comment #14)
> The trace uses glVertexAttribPointer instead of glVertexAttribIPointer to
> set up a vertex element that will consumed by an uint GLSL variable. I kind
> of suspect that that should be undefined behaviour, but I haven't found a
> corresponding spec reference.
I can't see how that could work (I don't understand how that could work with
some drivers even). glVertexAttribPointer() means the data is really floats -
if you'd use a non-float type to specify it, it will implicitly get converted
to floats. So ok you could cheat there which would leave the data untouched (I
haven't looked at the trace), and rely on the uint input to just read that data
as-is maybe. Not sure if that could work even if you could trick the
implementation to do this - integers as floats have some bad habits, namely all
your negative numbers tend to change their value (as they are NaNs), and your
positive numbers may have some attraction to zero (as they are denorms...).
In any case, just don't do this - these different attrib pointers exist for a
reason. Also see
http://stackoverflow.com/questions/28014864/why-different-variations-of-glvertexattribpointer-do-exist
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 95085] Invalid sampling of second texture in fragment shader
that have two samplers with different parameters.
Date: Sat, 30 Apr 2016 01:20:37 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=95085
Nicolai Hähnle changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|REOPENED |RESOLVED
Resolution|--- |NOTOURBUG
--- Comment #16 from Nicolai Hähnle ---
The shader only tests for non-zeroness, so it's possible that the difference
between radeonsi and the other drivers is that a denorm flush happens somewhere
with radeonsi and not the other drivers.
Anyway, I'm feeling lucky and closing this as NOTOURBUG for the second time
today :)
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Nicolai Hähnle
changed
bug 95085
| What |
Removed |
Added |
| Status |
REOPENED
|
RESOLVED
|
| Resolution |
---
|
NOTOURBUG
|
Comment # 16
on bug 95085
from Nicolai Hähnle
The shader only tests for non-zeroness, so it's possible that the difference
between radeonsi and the other drivers is that a denorm flush happens somewhere
with radeonsi and not the other drivers.
Anyway, I'm feeling lucky and closing this as NOTOURBUG for the second time
today :)
You are receiving this mail because:
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 95085] Invalid sampling of second texture in fragment shader
that have two samplers with different parameters.
Date: Sat, 30 Apr 2016 18:51:44 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=95085
--- Comment #17 from Marek Olšák ---
FYI, the DX10_CLAMP shader bit flushes NaNs to 0. All other floating-point
shader opcodes flush denorms to 0. 32-bit denorms can be enabled with a
significant performance cost by setting conf->float_mode (see how it's done for
FP64).
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Comment # 17
on bug 95085
from Marek Olšák
FYI, the DX10_CLAMP shader bit flushes NaNs to 0. All other floating-point
shader opcodes flush denorms to 0. 32-bit denorms can be enabled with a
significant performance cost by setting conf->float_mode (see how it's done for
FP64).
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 95085] Invalid sampling of second texture in fragment shader
that have two samplers with different parameters.
Date: Sun, 01 May 2016 17:32:06 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=95085
--- Comment #18 from Leonid Maksymchuk ---
Sorry for bothering You with our bugs.
Next time I'll review the code more precisely, before reporting anything.
Thanks everyone for your help.
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Comment # 18
on bug 95085
from Leonid Maksymchuk
Sorry for bothering You with our bugs.
Next time I'll review the code more precisely, before reporting anything.
Thanks everyone for your help.
You are receiving this mail because:
- You are the assignee for the bug.
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