[Mesa-dev] [Bug 79783] Distorted output in obs-studio where other vendors "work"

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Fri Sep 18 13:30:09 PDT 2015


https://bugs.freedesktop.org/show_bug.cgi?id=79783

--- Comment #8 from Ilia Mirkin <imirkin at alum.mit.edu> ---
(In reply to gregory.hainaut from comment #5)
> Here the dump of the ASM (TGSI?). (Generated with the hack to disable flat
> optimization)

TGSI (which is DX9-ish assembly type code, but extended well beyond)

> 
> 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.

You should double-check that it wasn't also eliminated from the relevant vertex
shader. GENERIC[0] should map to whatever GENERIC[0] output in the vertex
shader.

By the way, you may also be interested in MESA_GLSL=dump which dumps out the
mesa glsl ir in various stages.

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