Created attachment 31347 [details] screenshot of etqw In the games ETQW and Quake 4, some objects have a pink tint when viewed from a distance. In the attached screenshot it can be seen on the wall, almost in the middle of the image. System environment: -- chipset: G45 / ICH10R -- system architecture: 32-bit -- Linux distribution: Debian unstable -- Machine or mobo model: Asus P5Q-EM -- Display connector: DVI -- KMS: enabled -- xf86-video-intel: 14109abf285866ad4cd99d0cd16b0954a0a73a62 -- xserver: 1.7.0 -- mesa: e8eec9385497053a4172deeff9c0ff2726a10f3b -- drm: 83a35b68f45cebc70152e55ed3f99db485c9a7cd -- kernel: 2.6.32-rc7 (debian)
Yeah, I've seen this too.
Trimmed trace for this failure on ivb at http://people.freedesktop.org/~anholt/etqw-trim2.trace -- there are 2 different draw commands where if either is removed, the failure looks like it goes away. One is a 6-vert TRIANGLES, and the other is a big draw operation that presumably is drawing the building I'm looking at.
commit 5bb05c6e6d596d66c177e42a36128d2ca2e300aa Author: Eric Anholt <eric@anholt.net> Date: Wed Feb 13 21:21:45 2013 -0800 i965/gen7: Set up all samplers even if samplers are sparsely used. In GLSL, sampler indices are allocated contiguously from 0. But in the case of ARB_fragment_program (and possibly fixed function), an app that uses texture 0 and 2 will use sampler indices 0 and 2, so we were only allocating space for samplers 0 and 1 and setting up sampler 0. We would read garbage for sampler 2, resulting in flickering textures and an angry simulator. Fixes bad rendering in 0 A.D. and ETQW. This was fixed for pre-gen7 by 28f4be9eb91b12a2c6b1db6660cca71a98c486ec Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=25201 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=58680 Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> NOTE: This is a candidate for stable branches.
Cherry-picked to the 9.0 branch: be7048477a2989bd11ab590c65ea1515f764a86c It will be available in Mesa 9.0.3.
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