On 07.06.2008 23:34, Tomas Carnecky wrote: > Brian Paul wrote: >> Eric Anholt wrote: >>> On Fri, 2008-06-06 at 09:45 +0200, Tomas Carnecky wrote: >>>> Some fragment shaders don't work right on i965. For example if I enable >>>> the 'neg' compiz plugin, all windows turn gray. And I tried my own >>>> plugin that does: MOV output.r, 1.0; and all windows turned red (or was >>>> it gray also? I don't remember...). I was told it's an issue in Mesa >>>> rather then the drivers. But I couldn't find any bug report describing >>>> that problem (not under mesa nor the xorg intel driver). Do you want me >>>> to open a new bug? >>>> If you tell me where in mesa the bug could be, I'll try to look into it >>>> myself (as time permits). I really need shaders. Even thought these work >>>> fine on my desktop (nvidia blob), I'd like to be able to hack when on my >>>> laptop. >>> We're always interested in short samples of code that fails on our >>> driver. Unfortunately, "configure compiz and enable a magic set of >>> plugins" is kind of a high barrier to entry for bugfixing, and thus less >>> likely to be poked at in one's spare time. >> Yup. >> >> Above, Tomas wrote: "And I tried my own plugin that does: MOV output.r, >> 1.0; and all windows turned red (or was it gray also? I don't remember...)" >> >> If all your fragment shader does is MOV output.r, 1.0; you're saying the >> output color's R channel will be 1.0 and the GBA channels will be >> undefined/random. I wouldn't blame Mesa or the driver if you wound up >> with a red window. > > I'm sorry, turns out I have a different problem. I need to create a > plugin for compiz that uses shaders and I was experimenting and trying > to figure out how compiz works. Compiz doesn't have any API > documentation, not even comments in the code. It's a nightmare. > > Anyway, I brought it down to this: When I bind a texture to > GL_TEXTURE_RECTANGLE_ARB and then use the following fragment program code: > > TEX tu, fragment.texcoords[0], texture[0], RECT > > then I have to supply normalized texture coordinates (ie. in the range > [0 .. 1]). As far as I understand the ARB_texture_rectangle spec, when > the texture is bound to the RECTANGLE target then the coordinates should > be non-normalized. Yes you're right. Same behaviour as when using fixed function pipeline.
> I even have a small application that demonstrates the problem. If this > is a new bug to you, should I open a bug and attach the app to it? > > tom I think the attached patch (against mesa master) should fix this problem. I'll commit it if it actually works :-). Roland
i965_fixtexop.diff
Description: application/mbox
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