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<body><span class="vcard"><a class="email" href="mailto:mw_triad@users.sourceforge.net" title="Matthew Woehlke <mw_triad@users.sourceforge.net>"> <span class="fn">Matthew Woehlke</span></a>
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<a class="bz_bug_link
bz_status_NEW "
title="NEW - Dolphin emulator has bad colors"
href="https://bugs.freedesktop.org/show_bug.cgi?id=85376">bug 85376</a>
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<td>mw_triad@users.sourceforge.net
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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Dolphin emulator has bad colors"
href="https://bugs.freedesktop.org/show_bug.cgi?id=85376#c15">Comment # 15</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Dolphin emulator has bad colors"
href="https://bugs.freedesktop.org/show_bug.cgi?id=85376">bug 85376</a>
from <span class="vcard"><a class="email" href="mailto:mw_triad@users.sourceforge.net" title="Matthew Woehlke <mw_triad@users.sourceforge.net>"> <span class="fn">Matthew Woehlke</span></a>
</span></b>
<pre>Not sure if this is fixed or not, but I was able to isolate the GLSL where
things go sideways.
This is broken:
prev.rgb = (prev.rgb * (256 - ifog) + cfogcolor.rgb * ifog) >> 8;
The above apparently should have the same effect as the following, which works
correctly:
prev.r = (prev.r * (256 - ifog) + cfogcolor.r * ifog) >> 8;
prev.g = (prev.g * (256 - ifog) + cfogcolor.g * ifog) >> 8;
prev.b = (prev.b * (256 - ifog) + cfogcolor.b * ifog) >> 8;
So something is going sideways distributing the above operations across vector
components. Seems reasonable to suspect code generation.
I tried splitting just the bitshift step with no effect, so my guess is that at
least multiplying an int3 by an int is doing something wrong.</pre>
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