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<body><span class="vcard"><a class="email" href="mailto:gregory.hainaut@gmail.com" title="gregory.hainaut@gmail.com">gregory.hainaut@gmail.com</a>
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<a class="bz_bug_link
bz_status_NEW "
title="NEW - Distorted output in obs-studio where other vendors "work""
href="https://bugs.freedesktop.org/show_bug.cgi?id=79783">bug 79783</a>
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<td>gregory.hainaut@gmail.com
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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Distorted output in obs-studio where other vendors "work""
href="https://bugs.freedesktop.org/show_bug.cgi?id=79783#c5">Comment # 5</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Distorted output in obs-studio where other vendors "work""
href="https://bugs.freedesktop.org/show_bug.cgi?id=79783">bug 79783</a>
from <span class="vcard"><a class="email" href="mailto:gregory.hainaut@gmail.com" title="gregory.hainaut@gmail.com">gregory.hainaut@gmail.com</a>
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<pre>(In reply to Ilia Mirkin from <a href="show_bug.cgi?id=79783#c4">comment #4</a>)
<span class="quote">> (In reply to gregory.hainaut from <a href="show_bug.cgi?id=79783#c3">comment #3</a>)
> > Unfortunately I don't know if there is any
> > possibility to dump VS asm code with Nouveau.
>
> NV50_PROG_DEBUG=1 (assuming you've built mesa with --enable-debug) should
> dump the TGSI, nv50 ir (post optimizations and, separately, post-RA), and
> the actual instruction stream.
>
> NV50_PROG_OPTIMIZE=0 will disable all of the nv50 ir optimizations, =1 will
> enable some of them, =2 will enable most of them (and =3 should be
> everything).</span >
Greatly thanks you for the info. It is very useful.
I think the issue is on the fragment shader input optimization.
My fs shader strech a texture.
-----
in SHADER
{
vec4 p;
vec2 t;
} PSin;
out = texture(TextureSampler, PSin.t);
-----
Here the dump of the ASM (TGSI?). (Generated with the hack to disable flat
optimization)
FRAG
DCL IN[0], GENERIC[0], PERSPECTIVE
DCL OUT[0], COLOR
DCL SAMP[0]
DCL SVIEW[0], 2D, FLOAT
DCL CONST[1][0]
DCL TEMP[0..1], LOCAL
IMM[0] FLT32 { 2.0000, 0.0000, 0.0000, 0.0000}
0: MOV TEMP[0].xy, IN[0].xyyy
1: TEX TEMP[0], TEMP[0], SAMP[0], 2D
2: MOV TEMP[1].xyz, TEMP[0].xyzx
3: MUL TEMP[0].x, TEMP[0].wwww, IMM[0].xxxx
4: MOV TEMP[1].w, TEMP[0].xxxx
5: MOV OUT[0], TEMP[1]
6: END
As you can it use the IN[0] whereas I have 2 inputs in the FS. IN[0] is likely
my position which is [-1;1]. It confirms the strange behavior of my previous
message.
My shader doesn't use the parameter p so I guess it was wrongly removed.</pre>
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