[Bug 89156] r300g: GL_COMPRESSED_RED_RGTC1 / ATI1N support broken

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Comment # 4 on bug 89156 from
Created attachment 113841 [details]
Shader used to read the texture

Indeed changing the swizzle fixes the random output. I have attached the shader
we use to sample the texture. We don't have a swizzle on the texture2D
statement, but we do swizzle the output variable, and apparently the optimizer
merges that.

If I use the RGBA values returned by the texture sampling directly I get a
solid color as expected. However, the value is off quite a bit: Instead of 0x7f
I get 0x6c.

The texture data we use is this:

static const char ati1n_data[] =
{
    /* A 4x4 texture with the color component at 50%. */
    0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};


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