In GLSL, sampler indices are allocated contiguously from 0. But in the case of ARB_fragment_program (and possibly fixed function), an app that uses texture 0 and 2 will use sampler indices 0 and 2, so we were only allocating space for samplers 0 and 1 and setting up sampler 0. We would read garbage for sampler 2, resulting in flickering textures and an angry simulator.
Fixes bad rendering in 0 A.D. and ETQW. This was fixed for pre-gen7 by 28f4be9eb91b12a2c6b1db6660cca71a98c486ec Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=25201 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=58680 NOTE: This is a candidate for stable branches. --- OK, since we've screwed this up twice in our driver (and we've screwed it up in other drivers too, long ago), I'm going to make sure we've got a piglit test before I push this. src/mesa/drivers/dri/i965/gen7_sampler_state.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/mesa/drivers/dri/i965/gen7_sampler_state.c b/src/mesa/drivers/dri/i965/gen7_sampler_state.c index 6f0a757..1fb947f 100644 --- a/src/mesa/drivers/dri/i965/gen7_sampler_state.c +++ b/src/mesa/drivers/dri/i965/gen7_sampler_state.c @@ -196,7 +196,7 @@ gen7_upload_samplers(struct brw_context *brw) GLbitfield SamplersUsed = vs->SamplersUsed | fs->SamplersUsed; - brw->sampler.count = _mesa_bitcount(SamplersUsed); + brw->sampler.count = _mesa_fls(SamplersUsed); if (brw->sampler.count == 0) return; -- 1.7.10.4 _______________________________________________ mesa-dev mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/mesa-dev
