https://bugs.freedesktop.org/show_bug.cgi?id=85376
Matthew Woehlke <mw_triad at users.sourceforge.net> changed: What |Removed |Added ---------------------------------------------------------------------------- CC| |mw_triad at users.sourceforge. | |net --- Comment #15 from Matthew Woehlke <mw_triad at users.sourceforge.net> --- Not sure if this is fixed or not, but I was able to isolate the GLSL where things go sideways. This is broken: prev.rgb = (prev.rgb * (256 - ifog) + cfogcolor.rgb * ifog) >> 8; The above apparently should have the same effect as the following, which works correctly: prev.r = (prev.r * (256 - ifog) + cfogcolor.r * ifog) >> 8; prev.g = (prev.g * (256 - ifog) + cfogcolor.g * ifog) >> 8; prev.b = (prev.b * (256 - ifog) + cfogcolor.b * ifog) >> 8; So something is going sideways distributing the above operations across vector components. Seems reasonable to suspect code generation. I tried splitting just the bitshift step with no effect, so my guess is that at least multiplying an int3 by an int is doing something wrong. -- You are receiving this mail because: You are the assignee for the bug. -------------- next part -------------- An HTML attachment was scrubbed... URL: <http://lists.freedesktop.org/archives/dri-devel/attachments/20141120/325769e8/attachment-0001.html>