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,
};

-- 
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/20150226/d75bfe7a/attachment-0001.html>

Reply via email to