From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 73110] [BISECTED] commit "r600g: use shader-based MSAA
resolving when hw-based one cannot be used" crashes some games with
R600_LLVM=1
Date: Fri, 10 Jan 2014 01:25:42 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=3D73110
--- Comment #4 from Marek Ol=C5=A1=C3=A1k ---
The shaders are generated by this code:
http://cgit.freedesktop.org/mesa/mesa/diff/src/gallium/auxiliary/util/u_sim=
ple_shaders.c?id=3Dfc21098a95c8f7d0aadbfcc90cb2e9e78d1e2ef3
http://cgit.freedesktop.org/mesa/mesa/diff/src/gallium/auxiliary/util/u_sim=
ple_shaders.c?id=3D5a609fbcb5459fc5cac2e0361a405ea4b884325f
There is nothing special except for the texel fetch instructions which read
from MSAA textures. The shaders also contain float<->int and float<->unsign=
ed
conversions. I think the latter is not used with GLSL very often.
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