Summary: | Trilinear sampling on cubemap wrongly sampled at the border of rasterized triangle on HAWAII | ||
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Product: | Mesa | Reporter: | vincent <vljn> |
Component: | Drivers/Gallium/radeonsi | Assignee: | Default DRI bug account <dri-devel> |
Status: | RESOLVED FIXED | QA Contact: | Default DRI bug account <dri-devel> |
Severity: | normal | ||
Priority: | medium | CC: | smoki00790 |
Version: | 10.4 | ||
Hardware: | x86-64 (AMD64) | ||
OS: | Linux (All) | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Attachments: |
Test case
Diagonal line |
Created attachment 112567 [details]
Diagonal line
That kind of artifacts is usually due to whole quad mode not being enabled when it should be. The LLVM patch http://lists.cs.uiuc.edu/pipermail/llvm-commits/Week-of-Mon-20150119/254035.html fixes it. *** Bug 87518 has been marked as a duplicate of this bug. *** Author: daenzer Date: Thu Feb 5 20:51:20 2015 New Revision: 228372 URL: http://llvm.org/viewvc/llvm-project?rev=228372&view=rev Log: R600/SI: Also enable WQM for image opcodes which calculate LOD v3 |
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Created attachment 112566 [details] Test case Hi, on a R290X with a fresh fedora 21 install (Mesa 10.4.1) a fragment shader sampling a cubemap texture with trilinear filtering is not correctly executed on the edge of rasterized triangles. I've included a patch against piglit that display the behaviour. On my system the test display a small orange diagonal line on top of the color pattern. (the test doesn't check result atm) I think it's related to some quad pattern : in my app that has a depth buffer the line follows the edge of the geometry.