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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Dashed lines (drawn via GLAMOR) are not rendered correctly"
href="https://bugs.freedesktop.org/show_bug.cgi?id=99849#c6">Comment # 6</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Dashed lines (drawn via GLAMOR) are not rendered correctly"
href="https://bugs.freedesktop.org/show_bug.cgi?id=99849">bug 99849</a>
from <span class="vcard"><a class="email" href="mailto:sroland@vmware.com" title="Roland Scheidegger <sroland@vmware.com>"> <span class="fn">Roland Scheidegger</span></a>
</span></b>
<pre>FWIW I've actually captured a replay and when playing back on a nvidia blob, it
doesn't show a dashed line neither (just solid).
I'm inclined to believe this is a glamor bug. The shader does
float pattern = texture2D(dash, vec2(dash_offset, 0.5)).w;
if (pattern == 0.0)
discard;
But the texture bound at that time is indeed GL_RED, so of course the result of
the texture lookup is always 1.0 no matter what.
Fixing the shader (use .r instead) gets a dashed line.
I have no idea how that can work anywhere (and even less of an idea why it
would be different on intel hw), or maybe glamor uses alpha textures sometimes
instead, I couldn't quite figure out how the 8 bit format gets mapped to a gl
format in the end...
No idea what's the right component for glamor bugs, though...</pre>
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