[Bug 89156] r300g: GL_COMPRESSED_RED_RGTC1 / ATI1N support broken

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Thu Feb 26 01:36:56 PST 2015


https://bugs.freedesktop.org/show_bug.cgi?id=89156

--- Comment #4 from Stefan Dösinger <stefandoesinger at gmx.at> ---
Created attachment 113841
  --> https://bugs.freedesktop.org/attachment.cgi?id=113841&action=edit
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,
};

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