Issue865

Title The Red Square Case
Priority release-blocker Status resolved
Assigned To ahuillet Keywords
Linked issues Watchers

Submitted on 2016-10-27 16h16 by jesusalva, last changed by jesusalva.

Files
File name Uploaded Type Edit Remove
DeathSquare.screenshot-39.png jesusalva, 2016-10-27.16:16:06 image/png
Messages
Author: jesusalva Date: 2016-10-27   16h16
Hello, this is FreedroidRPG, version 0.16-233-gd718043_mod.

Video system type: x11.
Using screen resolution 800 x 600.

Testing if color depth 32 bits is available... YES.

video mode set (bpp=24 RGBA=8880 depth=24)
-OpenGL--------------------------------------------------------------------------
Vendor     : X.Org
Renderer   : Gallium 0.4 on AMD PALM
Version    : 3.0 Mesa 10.1.3
Extensions : GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color
GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture
GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object
GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D
GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements
GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal
GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap
GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
GL_ARB_framebuffer_sRGB GL_ARB_multitexture GL_EXT_framebuffer_sRGB
GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat
GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix
GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays
GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square
GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4
GL_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp
GL_ARB_texture_compression GL_EXT_framebuffer_object
GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil
GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_occlusion_query
GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos
GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_NV_depth_clamp
GL_NV_fog_distance GL_APPLE_packed_pixels GL_APPLE_vertex_array_object
GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader
GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader
GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float
GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert
GL_NV_primitive_restart GL_ARB_depth_clamp GL_ARB_fragment_program_shadow
GL_ARB_half_float_pixel GL_ARB_occlusion_query2 GL_ARB_point_sprite
GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two
GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate
GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_color_buffer_float
GL_ARB_pixel_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_float
GL_ARB_texture_rectangle GL_ATI_texture_compression_3dc GL_EXT_packed_float
GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_rgtc GL_EXT_texture_mirror_clamp
GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent
GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample
GL_EXT_packed_depth_stencil GL_ARB_vertex_array_object GL_ATI_separate_stencil
GL_ATI_texture_mirror_once GL_EXT_draw_buffers2 GL_EXT_draw_instanced
GL_EXT_gpu_program_parameters GL_EXT_texture_array
GL_EXT_texture_compression_latc GL_EXT_texture_integer
GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_OES_EGL_image
GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_draw_instanced
GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range
GL_ARB_texture_rg GL_ARB_texture_swizzle GL_ARB_vertex_array_bgra
GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra GL_NV_conditional_render
GL_AMD_conservative_depth GL_AMD_draw_buffers_blend
GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export
GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_debug_output
GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex
GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions
GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_seamless_cube_map
GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod
GL_ARB_texture_cube_map_array GL_ARB_texture_multisample
GL_ARB_texture_rgb10_a2ui GL_ARB_uniform_buffer_object
GL_ARB_vertex_type_2_10_10_10_rev GL_EXT_provoking_vertex GL_EXT_texture_snorm
GL_MESA_texture_signed_rgba GL_NV_texture_barrier GL_ARB_get_program_binary
GL_ARB_robustness GL_ARB_shader_bit_encoding GL_ARB_timer_query
GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_NV_vdpau_interop
GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5
GL_ARB_base_instance GL_ARB_conservative_depth GL_ARB_internalformat_query
GL_ARB_map_buffer_alignment GL_ARB_shading_language_420pack
GL_ARB_shading_language_packing GL_ARB_texture_storage
GL_ARB_transform_feedback_instanced GL_EXT_framebuffer_multisample_blit_scaled
GL_EXT_transform_feedback GL_AMD_shader_trinary_minmax
GL_ARB_clear_buffer_object GL_ARB_invalidate_subdata
GL_ARB_texture_storage_multisample GL_ARB_vertex_attrib_binding GL_KHR_debug
GL_ARB_texture_mirror_clamp_to_edge GL_ARB_vertex_type_10f_11f_11f_rev 


---------------------------------------------------------------------------------
Termination of freedroidRPG initiated... Thank you for playing freedroidRPG.
Author: jesusalva Date: 2016-11-01   21h12
commit f5be9e4ac061bc47f410bed15c6e2cd4eddb1668
Author: ahuillet <ahuillet@freedroid.org>
Date:   Fri Oct 28 12:36:09 2016 +0200

    GL blitter shader: fix wrong texture unit being picked due to FP
    operations
    
    floating point operations on the Z texture coord are not exact, such
    that the computed Z texture coordinate (which really is the texture unit
    times 10) isn't exact, and can sometimes be a bit less than the expected
    value (20 - epsilon instead of 20).
    The fragment shader truncates the value to compute the texture unit to
    texture from -- so 20 - epsilon ends up being 19, an invalid unit number
    that is displayed as red by the fragment shader (to draw attention to
    the problem).
    
    The fix consists in making sure that the value passed to the fragment
    shader is always slightly greater than the expected value, such that
    truncating yields that expected value exactly.

------------------
Issue closed.
History
Date User Action Args
2016-11-01 21:12:39jesusalvasetstatus: open -> resolved
messages: + msg3371
2016-10-27 16:16:07jesusalvacreate