Hi Marek, I won't pretend to understand what's going on, but I just bisected a failure on tests/shaders/glsl-fs-lots-of-tex.shader_test in piglit between 9.1 and HEAD, and it landed on your commit. It's approximately the simplest shader known to man (esp at HEAD when all the TEX instructions are gone due to CSE), so I'm guessing there's some edge condition in the copying logic triggered by it.
Would be good to check if the same failure happens on radeon, although it works fine with llvmpipe. Assuming that nouveau is the only broken thing, any suggestions of what to look for? Thanks, -ilia 0a1479c829ed34a65e60c6619a8164e1b079aaee is the first bad commit commit 0a1479c829ed34a65e60c6619a8164e1b079aaee Author: Marek Olsak <mar...@gmail.com> Date: Thu Feb 14 01:03:55 2013 +0100 st/mesa: implement blit-based TexImage and TexSubImage A temporary texture is created such that it matches the format and type combination and pixels are copied to it using memcpy. Then the blit is used to copy the temporary texture to the texture image being modified by TexImage or TexSubImage. The blit takes care of the format and type conversion and swizzling. The result is a very fast texture upload involving as little CPU as possible. This improves performance in apps which upload textures during rendering. An example is the Wine OpenGL backend for DirectDraw, which I used to test the game StarCraft. Profiling had shown that TexSubImage was taking 50% of CPU time without this patch, which was the main motivation for this work, and now TexSubImage only takes 14% of CPU time. I had to underclock my CPU to see any difference in the game and this patch does make the game a lot faster if the CPU is slow (or using the powersave cpufreq profile). Reviewed-by: Brian Paul <bri...@vmware.com> _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev