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>