Brian Paul wrote: > Eric Anholt wrote: >> On Fri, 2008-06-06 at 09:45 +0200, Tomas Carnecky wrote: >>> Some fragment shaders don't work right on i965. For example if I enable >>> the 'neg' compiz plugin, all windows turn gray. And I tried my own >>> plugin that does: MOV output.r, 1.0; and all windows turned red (or was >>> it gray also? I don't remember...). I was told it's an issue in Mesa >>> rather then the drivers. But I couldn't find any bug report describing >>> that problem (not under mesa nor the xorg intel driver). Do you want me >>> to open a new bug? >>> If you tell me where in mesa the bug could be, I'll try to look into it >>> myself (as time permits). I really need shaders. Even thought these work >>> fine on my desktop (nvidia blob), I'd like to be able to hack when on my >>> laptop. >> We're always interested in short samples of code that fails on our >> driver. Unfortunately, "configure compiz and enable a magic set of >> plugins" is kind of a high barrier to entry for bugfixing, and thus less >> likely to be poked at in one's spare time. > > Yup. > > Above, Tomas wrote: "And I tried my own plugin that does: MOV output.r, > 1.0; and all windows turned red (or was it gray also? I don't remember...)" > > If all your fragment shader does is MOV output.r, 1.0; you're saying the > output color's R channel will be 1.0 and the GBA channels will be > undefined/random. I wouldn't blame Mesa or the driver if you wound up > with a red window.
I'm sorry, turns out I have a different problem. I need to create a plugin for compiz that uses shaders and I was experimenting and trying to figure out how compiz works. Compiz doesn't have any API documentation, not even comments in the code. It's a nightmare. Anyway, I brought it down to this: When I bind a texture to GL_TEXTURE_RECTANGLE_ARB and then use the following fragment program code: TEX tu, fragment.texcoords[0], texture[0], RECT then I have to supply normalized texture coordinates (ie. in the range [0 .. 1]). As far as I understand the ARB_texture_rectangle spec, when the texture is bound to the RECTANGLE target then the coordinates should be non-normalized. I even have a small application that demonstrates the problem. If this is a new bug to you, should I open a bug and attach the app to it? tom ------------------------------------------------------------------------- Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php _______________________________________________ Mesa3d-dev mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
