Summary: | [snb regression] broken border blends | ||
---|---|---|---|
Product: | Mesa | Reporter: | Chris Wilson <chris> |
Component: | Drivers/DRI/i965 | Assignee: | Ian Romanick <idr> |
Status: | RESOLVED DUPLICATE | QA Contact: | |
Severity: | normal | ||
Priority: | medium | ||
Version: | git | ||
Hardware: | Other | ||
OS: | All | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Attachments: |
The photo1 about flashing spots when run padman
The photo2 about flashing spots when run padman |
Description
Chris Wilson
2011-05-30 02:40:30 UTC
Hi, Chris. Test with mesa(master)76056510bcd35b6b5607b572c0c0ff47b5c5e7e2 on our Sugarbay, flashing spots come out and some trees become dimness when running padman every time.When spots come out, maybe disappear soon, then come out again.Pls see attached photos. It’s not only mesa master branch, but also 7.10 branch. I had filed a bug 35165. So I want to confirm whether the problems are the same to yours. Created attachment 47345 [details]
The photo1 about flashing spots when run padman
Created attachment 47346 [details]
The photo2 about flashing spots when run padman
Meng, the checkerboard pattern is a much older bug that I've seen present (but transient) in all games since first turning on my SNB back in December - I had hoped I was an isolated case since no one else seemed to have noticed it! The bug that b126a0 introduces is the faint outline around the status box in the bottom left corner of your photos, for instance. Can you stuff some debugging in and see if the application is actually using GL_CLAMP? If so, I expect this to just be a dup of the "ilk/snb fail at border color". Eric, you were spot on. The outlines disappear if I use TEXCOORDMODE_CLAMP for GL_CLAMP: diff --git a/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c b/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c index 5de39aa..c060c7f 100644 --- a/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c +++ b/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c @@ -51,6 +51,7 @@ translate_wrap_mode(GLenum wrap, bool using_nearest) case GL_REPEAT: return BRW_TEXCOORDMODE_WRAP; case GL_CLAMP: + return BRW_TEXCOORDMODE_CLAMP; /* GL_CLAMP is the weird mode where coordinates are clamped to * [0.0, 1.0], so linear filtering of coordinates outside of * [0.0, 1.0] give you half edge texel value and half border |
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