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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#c4">Comment # 4</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:stefandoesinger@gmx.at" title="Stefan Dösinger <stefandoesinger@gmx.at>"> <span class="fn">Stefan Dösinger</span></a>
</span></b>
<pre>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.
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,
};</pre>
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