On 16 September 2011 10:59, Paul Berry <stereotype...@gmail.com> wrote:
> On 16 September 2011 09:01, Marek Olšák <mar...@gmail.com> wrote: > >> Hi Paul, >> >> this commit breaks the piglit test >> shaders/glsl-arb-fragment-coord-conventions on softpipe and r600g: >> >> bin/glsl-arb-fragment-coord-conventions -auto >> Regular gl_FragCoord >> Pixel center half integer >> Pixel center integer >> Probe at (0,0) >> Expected: 0.250000 0.250000 0.000000 >> Observed: 0.749020 0.749020 0.000000 >> Probe at (99,99) >> Expected: 0.250000 0.250000 0.000000 >> Observed: 0.749020 0.749020 0.000000 >> Pixel origin upper left >> Probe at (0,0) >> Expected: 0.000000 1.000000 0.000000 >> Observed: 0.003922 0.003922 0.000000 >> Probe at (99,99) >> Expected: 1.000000 0.000000 0.000000 >> Observed: 0.996078 0.996078 0.000000 >> Pixel origin upper left and pixel center integer >> PIGLIT: {'result': 'fail' } >> >> Reverting the commit fixes this. It looks like >> layout(pixel_center_integer) is ignored, because "Pixel center half >> integer" and "Pixel center integer" return the same color in the test. >> >> Do you have any idea what's wrong? >> >> Marek >> >> > Wow, that's surprising, since the commit should only affect what is > considered an error condition; it shouldn't affect the GLSL IR that gets > generated. > > I'll do some investigation and let you know what I find. > > Paul > Marek, I've reproduced the behavior you saw, and I believe it is due to a build dependency problem of some sort, unrelated to the array_lvalue fix. If I check out commit 373234ce17555376c5cb57a2cdce3038df3f51cd (the commit before my array_lvalue fix) and do a clean build of Gallium, glsl-arb-fragment-coord-conventions passes. If I then check out commit 00792e3586746c833ffc9bb65712e38038916e06 (my array_lvalue fix) and do an *incremental* build, glsl-arb-fragment-coord-conventions fails. If I then do a clean build of Gallium, glsl-arb-fragment-coord-conventions passes again. Unfortunately, I'm not familiar enough with the Gallium build system to track this bug further. But I'm confident that it's unrelated to this patch since a clean build makes it go away. Hope that helps, Paul
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