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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - r300g: GL_COMPRESSED_RED_RGTC1 / ATI1N support broken"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89156#c5">Comment # 5</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - r300g: GL_COMPRESSED_RED_RGTC1 / ATI1N support broken"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89156">bug 89156</a>
from <span class="vcard"><a class="email" href="mailto:maraeo@gmail.com" title="Marek Olšák <maraeo@gmail.com>"> <span class="fn">Marek Olšák</span></a>
</span></b>
<pre>(In reply to Stefan Dösinger from <a href="show_bug.cgi?id=89156#c4">comment #4</a>)
<span class="quote">> Created <span class=""><a href="attachment.cgi?id=113841" name="attach_113841" title="Shader used to read the texture">attachment 113841</a> <a href="attachment.cgi?id=113841&action=edit" title="Shader used to read the texture">[details]</a></span>
> 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.</span >
So it's a compiler bug.
<span class="quote">>
> 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,
> };</span >
That's expected. ATI1N operates at lower precision. I'm afraid I can't change
that.</pre>
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