Created attachment 38612 [details] small program that triggers the bug Using a shader like this results in a strange scrambled rendering: uniform sampler2D src; uniform sampler1D pal; void main() { gl_FragColor = texture1D(pal, texture2D(src, gl_TexCoord[0].xy).x); } it looks like in addition to just being messed up it also gets the texture co-ordinates wrong (I'm rending with GL_QUADS, the two triangles that make up the quad seem to be interpolating differently across the middle)
Created attachment 38613 [details] Screenshot showing the brokeness
Created attachment 38614 [details] The expected rendering
Also noticed, much the same happens with r600 classic too.
Created attachment 47987 [details] r600c incorrect rendering Tested with HD4850 + mesa from git : * r600g rendering is correct * r600c rendering is still wrong (see attached image) Could you confirm it is fixed for you as well with r600g ? If it's the case, maybe this bug should be assigned to r600c ?
(In reply to comment #4) > Created an attachment (id=47987) [details] > r600c incorrect rendering > > Tested with HD4850 + mesa from git : > * r600g rendering is correct > * r600c rendering is still wrong (see attached image) > > Could you confirm it is fixed for you as well with r600g ? > > If it's the case, maybe this bug should be assigned to r600c ? Indeed you are correct, it does seem to be fixed on r600c in git, any idea what commit did it? It would probably be useful to point it out so whoever tries to fix r600c can see it.
(In reply to comment #4) > Created attachment 47987 [details] > r600c incorrect rendering > > Tested with HD4850 + mesa from git : > * r600g rendering is correct > * r600c rendering is still wrong (see attached image) > > Could you confirm it is fixed for you as well with r600g ? > > If it's the case, maybe this bug should be assigned to r600c ? Note: classic r600 driver has been abandoned. Closing.
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