Summary: | Specific Shadertoy demo renders garbage in empty parts of target surface | ||
---|---|---|---|
Product: | Mesa | Reporter: | Christopher Snowhill <kode54> |
Component: | Drivers/Gallium/radeonsi | Assignee: | Default DRI bug account <dri-devel> |
Status: | RESOLVED MOVED | QA Contact: | Default DRI bug account <dri-devel> |
Severity: | normal | ||
Priority: | medium | ||
Version: | git | ||
Hardware: | x86-64 (AMD64) | ||
OS: | Linux (All) | ||
Whiteboard: | |||
i915 platform: | i915 features: |
Description
Christopher Snowhill
2018-09-08 02:16:38 UTC
Adding else { fragColor = vec4(0); } at the bottom of mainImage appears to "fix" it. fragColor is otherwise ending up with random values (effectively whatever happened to be in the registers, probably left over from the division check). I don't think this is a bug in mesa. -- GitLab Migration Automatic Message -- This bug has been migrated to freedesktop.org's GitLab instance and has been closed from further activity. You can subscribe and participate further through the new bug through this link to our GitLab instance: https://gitlab.freedesktop.org/mesa/mesa/issues/1327. |
Use of freedesktop.org services, including Bugzilla, is subject to our Code of Conduct. How we collect and use information is described in our Privacy Policy.