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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [BSW Bisected]ogles3conform ES3-CTS.gtf.GL3Tests.shadow.shadow_execution_vert fails"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89457#c13">Comment # 13</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [BSW Bisected]ogles3conform ES3-CTS.gtf.GL3Tests.shadow.shadow_execution_vert fails"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89457">bug 89457</a>
from <span class="vcard"><a class="email" href="mailto:krh@bitplanet.net" title="Kristian Høgsberg <krh@bitplanet.net>"> <span class="fn">Kristian Høgsberg</span></a>
</span></b>
<pre>It looks like we have a fix. The SIMD8 sampler_c message tries to compute the
LOD, but that doesn't make sense for vertex shaders. Running this patch through
piglit now:
diff --git a/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp
b/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp
index 06337c9..155010d 100644
--- a/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp
@@ -1839,6 +1839,15 @@ fs_visitor::emit_texture_gen7(ir_texture_opcode op,
fs_reg dst,
offset_value.file != BAD_FILE && offset_value.file != IMM;
bool coordinate_done = false;
+ /* The sampler can only meaningfully compute LOD for fragment shader
+ * messages. For all other stages, we change the opcode to ir_txl and
+ * hardcode the LOD to 0.
+ */
+ if (stage != MESA_SHADER_FRAGMENT && op == ir_tex) {
+ op = ir_txl;
+ lod = fs_reg(0.0f);
+ }
+
/* Set up the LOD info */
switch (op) {
case ir_tex:</pre>
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