Summary: | render to texture artifacts (tiling related?) on AMD RV670 | ||
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Product: | Mesa | Reporter: | Micael Dias <kam1kaz3> |
Component: | Drivers/Gallium/r600 | Assignee: | Default DRI bug account <dri-devel> |
Status: | RESOLVED NOTABUG | QA Contact: | |
Severity: | major | ||
Priority: | medium | ||
Version: | git | ||
Hardware: | Other | ||
OS: | All | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Attachments: |
Screenshot showing problem
Contents of RTT |
Created attachment 54102 [details]
Contents of RTT
After some more messing around I have proof that the problem is when rendering to the texture. Not when reading from it.
See attachment.
The bug was on my app. Sorry. |
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Created attachment 54101 [details] Screenshot showing problem This is what I'm doing: 1) render scene to render target texture A 2) render quad on screen to show RTT A data When on the second step, I am using a fragment shader that calls tex2D() to retrieve the RTT color data, however I get artifacts as shown on the attached screenshot. Whenever I restart the application, I get different corruption. I'm not sure the problem is when reading from the texture, or writing on it. If I output colors without using tex2D() it all works fine.