[Intel-gfx] OpenGL sampler objects on sandybridge with Ubuntu Linux 12.04

Mark Newiger Mark.Newiger at seefront.com
Mon May 21 09:18:10 CEST 2012


Hi Daniel,

I already filed it:
https://bugs.freedesktop.org/show_bug.cgi?id=49996

Thanks and best regards
Mark

-----Ursprüngliche Nachricht-----
Von: Daniel Vetter [mailto:daniel.vetter at ffwll.ch] Im Auftrag von Daniel Vetter
Gesendet: Samstag, 19. Mai 2012 22:43
An: Mark Newiger
Cc: intel-gfx at lists.freedesktop.org
Betreff: Re: [Intel-gfx] OpenGL sampler objects on sandybridge with Ubuntu Linux 12.04

Hi,

Please file a bug report with the below details on bugs.freedesktop.org against "Mesa" -> "DRI/Intel(i965)".

Thanks, Daniel

On Wed, May 16, 2012 at 09:58:45AM +0000, Mark Newiger wrote:
> Hello,
> 
> We are using an MiniPC with the following configuration:
> 
> -          Intel SandyBridge PC Mainboard DH61AG and integrated Intel HD Graphics 3000
> 
> -          Dual OS: Windows 7 32bit and Ubuntu 12.04 32bit
> 
> When using OpenGL sampler objects for configuring textures, on Ubuntu I have to create a mipmap chain by calling "glGenerateMipmap()". Otherwise the texture sampling will not work (e.g. returns black).
> Take the following example:
> // Init
> int texture;
> glGenTextures(1, &texture);
> glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(...);
> 
> int sampler;
> glGenSamplers(1, &sampler);
> glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 
> glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
> 
> // Render loop
> glActiveTexture(GL_TEXTURE0);
> glBindTexture(GL_TEXTURE_2D, texture); glBindSampler(0, sampler); ...
> 
> This works perfectly on Windows but not on Ubuntu. For Ubuntu Linux I have to add the following:
> //Init
> ...
> glTexImage2D(...);
> glGenerateMipmap(GL_TEXTURE_2D);
> 
> Without the mipmap the texture sampling does not work, although I am not using any mipmaps.
> When using the traditional texture filter configuration, this problem does not occur and the code behaves the same on Windows and Linux:
> // Render loop
> glActiveTexture(GL_TEXTURE0);
> glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, 
> GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, 
> GL_TEXTURE_MAG_FILTER, GL_LINEAR);
> 
> Seems to be a driver bug for me. Or did I oversee something ?
> 
> Thanks and best regards
> Mark
> 
> 
> Best regards,
> Mark Newiger | Senior Software Engineer SeeFront GmbH Esplanade 41 | 
> D-20354 Hamburg, Germany
> Office: +49 40 416 22 64-83
> mark.newiger at seefront.com<mailto:mark.newiger at seefront.com> | 
> www.seefront.com<http://www.seefront.com>
> 
> Managing Director: Christoph Grossmann Registered seat of the company: 
> Hamburg Register Court: Amtsgericht Hamburg HRB 98205 VAT-ID-No. 
> DE248406189
> 

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--
Daniel Vetter
Mail: daniel at ffwll.ch
Mobile: +41 (0)79 365 57 48



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