https://bugs.freedesktop.org/show_bug.cgi?id=66833

--- Comment #8 from Micael Dias <kam1k...@gmail.com> ---
The trace from Comment #4 shows:
"174368) glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat =
GL_RED, width = 1024, height = 1024, border = 0, format = GL_RED, type =
GL_UNSIGNED_BYTE, pixels = [binary data, size = 1024 kb]"

while the equivalent call with LIBGL_ALWAYS_SOFTWARE=1 shows:
"228562) glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat =
GL_ALPHA, width = 1024, height = 1024, border = 0, format = GL_ALPHA, type =
GL_UNSIGNED_BYTE, pixels = [binary data, size = 1024 kb])"

This is apparently the call that fills the texture with the font glyphs. In the
hardware accelerated call we're left with a texture containing only the RED
channel, while the software version gives us an ALPHA channel.
However, when rendering the glyphs, the same fragment shader is used uses the
alpha channel in both code paths. I believe this is the problem.

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