Am 15.04.19 um 13:55 schrieb Dominik Drees:
> On 4/12/19 5:32 PM, Roland Scheidegger wrote:
>> Am 12.04.19 um 14:34 schrieb Dominik Drees:
>>> Hi Roland!
>>>
>>> On 4/11/19 8:18 PM, Roland Scheidegger wrote:
What version of mesa are you using?
>>> The original results were generated using vers
On 4/12/19 5:32 PM, Roland Scheidegger wrote:
> Am 12.04.19 um 14:34 schrieb Dominik Drees:
>> Hi Roland!
>>
>> On 4/11/19 8:18 PM, Roland Scheidegger wrote:
>>> What version of mesa are you using?
>> The original results were generated using version 19.0.2 (from the arch
>> linux repositories), bu
Am 12.04.19 um 14:34 schrieb Dominik Drees:
> Hi Roland!
>
> On 4/11/19 8:18 PM, Roland Scheidegger wrote:
>> What version of mesa are you using?
> The original results were generated using version 19.0.2 (from the arch
> linux repositories), but I got the same results using the current git
> vers
Hi Roland!
On 4/11/19 8:18 PM, Roland Scheidegger wrote:
What version of mesa are you using?
The original results were generated using version 19.0.2 (from the arch
linux repositories), but I got the same results using the current git
version (98934e6aa19795072a353dae6020dafadc76a1e3).
The de
What version of mesa are you using?
The debug flags were changed a while ago (so that those perf tweaks can
be disabled on release builds too), it needs to be either:
GALLIVM_PERF=no_rho_approx,no_brilinear,no_quad_lod
or easier
GALLIVM_PERF=no_filter_hacks (which disables these 3 things above toge
Running with the suggested flags in the environment does not change the
result for the test case I described below. The results with and without
the environment variables set are pixel-wise equal.
By the way, and if this of interest: For GL_NEAREST sampling the results
from hardware and llvmpi
llvmpipe takes a number of shortcuts in the interest of speed which
cause inaccurate texturing. Try running with
GALLIVM_DEBUG=no_rho_approx,no_brilinear,no_quad_lod
and see if the issue still occurs.
Cheers,
-ilia
On Thu, Apr 11, 2019 at 8:30 AM Dominik Drees wrote:
>
> Hello, everyone!
Hello, everyone!
I have a question regarding the interpolation precision of llvmpipe.
Feel free to redirect me to somewhere else if this is not the right
place to ask. Consider the following scenario: In a fragment shader we
are sampling from a 16x16, 8 bit texture with values between 0 and 3