System Environment: -------------------------- Xf86_video_intel (master)14109abf285866ad4cd99d0cd16b0954a0a73a62 Mesa (master)e4a19ffb13746ae4f62adca412d086d9461ff432 Kernel (drm-intel-next)5b8f0be0dce012d190a53d55240fe3fde6306476 Libdrm (master)89cc98c0d5c1b43a883f13210c472339dde1a4cf Xserver (master)f4377afcf002be89632cbb0700f4d8e4ad7db45c Bug detailed description: ------------------------- This issue happens on both 945GM and 945GME. rendercheck case mcoords regressed. This is due to following commit: commit e581ceb7381e29ecc1a172597d258824f6a1d2d3 Author: Chris Wilson <chris@chris-wilson.co.uk> Date: Tue Nov 10 11:14:23 2009 +0000 i915: Use the color channels to pass along solid sources and masks. Instead of allocating and utilising the texture samplers for 1x1R solid sources and masks we can simply use the default diffuse and specular colour channels and adjust the fragment shader appropriately. The big advantage is the reduction in size of batches which should give a good boost to glyph performance, irrespective of the additional boost from using simpler shaders. However, the motivating factor behind the switch is that our use of 1x1 textures turns out to be buggy... Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
commit e9064eacb0ad8867e320597453facbb3c376522c Author: Chris Wilson <chris@chris-wilson.co.uk> Date: Fri Nov 13 18:35:44 2009 +0000 uxa: Do not remove repeat from solids for 1x1 composites. Or else we hit the buggy 1x1 source path and trigger: rendercheck/mcoords regressed http://bugs.freedesktop.org/show_bug.cgi?id=25046 caused by the recent commit e581ceb.
Thanks, verified on 945GM and 945GME against: Xf86_video_intel: (master)c180baf43b8a0e407448018f3a7e42491cf974ae Mesa: (master)57f40b18377f87c434f17d5670a13838d58065c9 Libdrm: (master)83a35b68f45cebc70152e55ed3f99db485c9a7cd Xserver: (master)801f0e59800ea4a3f6c85b22dea6f2c400bda703 Kernel: (drm-intel-next)5b8f0be0dce012d190a53d55240fe3fde6306476
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