https://bugs.freedesktop.org/show_bug.cgi?id=64450
Priority: medium Bug ID: 64450 Keywords: regression CC: srol...@vmware.com Assignee: mesa-dev@lists.freedesktop.org Summary: [llvmpipe] piglit cubemap npot regression Severity: normal Classification: Unclassified OS: Linux (All) Reporter: v...@freedesktop.org Hardware: x86-64 (AMD64) Status: NEW Version: git Component: Other Product: Mesa mesa: 5471e3949cb6482f1a6dcb969332f2544a758e46 (master) $ ./bin/cubemap npot -auto Probe at (62,221) Expected: 1.000000 1.000000 1.000000 Observed: 1.000000 1.000000 0.000000 Cube map failed at size 6x6, level 1 (3x3), face NEGATIVE_X, mipmapped Probe at (172,221) Expected: 1.000000 0.000000 0.000000 Observed: 1.000000 0.000000 1.000000 Cube map failed at size 6x6, level 1 (3x3), face NEGATIVE_Y, mipmapped Probe at (282,221) Expected: 0.000000 0.000000 1.000000 Observed: 0.000000 1.000000 1.000000 Cube map failed at size 6x6, level 1 (3x3), face NEGATIVE_Z, mipmapped PIGLIT: {'result': 'fail' } 50cbcf0c4680bc13e63fe339ef79ed68b2f33c70 is the first bad commit commit 50cbcf0c4680bc13e63fe339ef79ed68b2f33c70 Author: Roland Scheidegger <srol...@vmware.com> Date: Thu Apr 18 17:06:43 2013 +0200 gallivm: change cubemaps / derivatives handling, take 55 Turns out the previous "fix" for handling per-pixel face selection and derivatives didn't work out that well - the derivatives were wrong by quite a bit, in theory transformation of the derivatives into cube space should work, but would be _a lot_ more work than the "simplified" transform used. So, for explicit derivatives, I'm just giving up and go back to not honoring them. For implicit derivatives (and the fake explicit ones) however we try something a little different, we just calculate rho as we would for a 3d texture, that is after scaling the coords by the inverse major axis. This gives the same results as calculating the derivs after projection of the coords to the same face as long as all pixels hit the same face (and only without rho_no_opt, otherwise it should be a bit worse). And when not all pixels are hitting the same face, the results aren't so hot but not catastrophically bad (I believe not off by more than a factor of 2 without no_rho_approx and not more than sqrt(2) with no_rho_approx). I think this is better than just picking the wrong face but who knows... Reviewed-by: Brian Paul <bri...@vmware.com> Reviewed-by: Jose Fonseca <jfons...@vmware.com> :040000 040000 fe3e4cb2ef614d118ef371d2d5a35d244f3aec50 70a6ded69d9b16112ed33ae41ec0b5bd5aa74d5c M src bisect run success -- You are receiving this mail because: You are the assignee for the bug.
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