Bug 43504

Summary: render to texture artifacts (tiling related?) on AMD RV670
Product: Mesa Reporter: Micael Dias <kam1kaz3>
Component: Drivers/Gallium/r600Assignee: 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

Description Micael Dias 2011-12-03 21:12:15 UTC
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.
Comment 1 Micael Dias 2011-12-03 21:26:41 UTC
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.
Comment 2 Micael Dias 2011-12-03 21:33:32 UTC
The bug was on my app. Sorry.

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