Bug 26769

Summary: r600: wrong fragment shader input when using gl_fragCoord.
Product: Mesa Reporter: Gustaw Smolarczyk <wielkiegie>
Component: Drivers/DRI/R600Assignee: Default DRI bug account <dri-devel>
Status: RESOLVED WONTFIX QA Contact:
Severity: normal    
Priority: medium    
Version: git   
Hardware: x86-64 (AMD64)   
OS: Linux (All)   
Whiteboard:
i915 platform: i915 features:
Attachments: Fragment shader to reproduce bug

Description Gustaw Smolarczyk 2010-02-26 03:02:11 UTC
Created attachment 33583 [details]
Fragment shader to reproduce bug

Consider simple shader in attachment. It works as expected, samples texture depending on input variable from vertex shader and puts texel as color. Uncommenting first comment shouldn't change anything (gl_FragDepth just defaults to gl_FragCoord.z), but it's not the case. In fact when I do so, fp_texCoord is always vec2(0.0). Well, I'm not sure about that, but it gives same results (e.g. all triangles are red, as is 0.0, 0.0 coordinate).

Note that using gl_FragCoord in *any* way (that is not optimized away) causes this failure. For example uncommenting second comment gives same results.

I can include vertex shader (that is also simple, just multiplies matrix with gl_Position and copies texCoord into fp_texCoord) and sample program, if that matter.
Comment 1 Andreas Boll 2012-11-02 16:31:27 UTC
Note: classic r600 driver has been abandoned.
Please use r600g (gallium driver) instead.

Is this still an issue with a newer driver/kernel?
Comment 2 Andreas Boll 2014-07-07 15:59:43 UTC
The classic r600 driver has been abandoned long ago.
It was replaced by the Gallium driver r600g.

If you have issues with r600g please file a new bug report with component Drivers/Gallium/r600

Thanks.

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.