Comment # 4
on bug 89156
from Stefan Dösinger
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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