Comment # 5
on bug 89156
from Marek Olšák
(In reply to Stefan Dösinger from comment #4) > 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. So it's a compiler bug. > > 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, > }; That's expected. ATI1N operates at lower precision. I'm afraid I can't change that.
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