https://bugs.freedesktop.org/show_bug.cgi?id=89156
Marek Olšák changed:
What|Removed |Added
Status|NEW |RESOLVED
Resolution|---
https://bugs.freedesktop.org/show_bug.cgi?id=89156
--- Comment #10 from Stefan Dösinger ---
Created attachment 113921
--> https://bugs.freedesktop.org/attachment.cgi?id=113921&action=edit
Precision fix
The attached patch seems to fix the precision problem for me. It seems to make
sense given
https://bugs.freedesktop.org/show_bug.cgi?id=89156
--- Comment #9 from Stefan Dösinger ---
The reason why I am suspicious about the 3 bits precision and ATI1N is that
according to the GPU register docs TX_FMT_ATI1N is separated from TX_FMT_3_3_2
only by TX_FORMAT2.TXFORMAT_MSB. Is it possible th
https://bugs.freedesktop.org/show_bug.cgi?id=89156
--- Comment #8 from Stefan Dösinger ---
I ran some more tests, it seems that the format is operating at 3 bits
precision. I can produce 8 different output colors. Otherwise it seems to
follow the spec, so I don't think we're accidentally feeding
https://bugs.freedesktop.org/show_bug.cgi?id=89156
--- Comment #7 from Marek Olšák ---
A compiler bug is a compiler bug. Sorry, I don't know how to make that
statement clearer.
If you run the rgtc-teximage-01 piglit test, you'll see that it looks like the
red channel only has 4 bits.
--
You
https://bugs.freedesktop.org/show_bug.cgi?id=89156
--- Comment #6 from Stefan Dösinger ---
(In reply to Marek Olšák from comment #5)
> So it's a compiler bug.
In which sense? Is there something in the spec that tells me I should expect
garbage when I use texture2D().? Or is this something
https://bugs.freedesktop.org/show_bug.cgi?id=89156
--- Comment #5 from Marek Olšák ---
(In reply to Stefan Dösinger from comment #4)
> Created attachment 113841 [details]
> Shader used to read the texture
>
> Indeed changing the swizzle fixes the random output. I have attached the
> shader we
https://bugs.freedesktop.org/show_bug.cgi?id=89156
--- Comment #4 from Stefan Dösinger ---
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 s
https://bugs.freedesktop.org/show_bug.cgi?id=89156
--- Comment #3 from Marek Olšák ---
I've just tested R580 and RGTC1 works very well according to piglit. What
happens if you use the default swizzle?
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https://bugs.freedesktop.org/show_bug.cgi?id=89156
--- Comment #2 from Stefan Dösinger ---
Created attachment 113786
--> https://bugs.freedesktop.org/attachment.cgi?id=113786&action=edit
Screenshot
ATI1N seems to return random garbage here. Attached is a screenshot from our
3DC tests. The rig
https://bugs.freedesktop.org/show_bug.cgi?id=89156
--- Comment #1 from Marek Olšák ---
The texture filtering seems to operate at lower precision. Is that what you're
seeing?
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An HT
https://bugs.freedesktop.org/show_bug.cgi?id=89156
Bug ID: 89156
Summary: r300g: GL_COMPRESSED_RED_RGTC1 / ATI1N support broken
Product: Mesa
Version: git
Hardware: Other
OS: All
Status: NEW
Severity: norm
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