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From: bugzilla-daemon@freedesktop.org
To: dri-devel@lists.freedesktop.org
Subject: [Bug 98664] Fragment shader while loop causes geometry corruption
Date: Thu, 17 Nov 2016 15:40:00 +0000	[thread overview]
Message-ID: <bug-98664-502-nWKhvBeoc9@http.bugs.freedesktop.org/> (raw)
In-Reply-To: <bug-98664-502@http.bugs.freedesktop.org/>


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https://bugs.freedesktop.org/show_bug.cgi?id=98664

Nicolai Hähnle <nhaehnle@gmail.com> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
         Resolution|---                         |NOTOURBUG
             Status|NEW                         |RESOLVED

--- Comment #10 from Nicolai Hähnle <nhaehnle@gmail.com> ---
The geometry shader is incorrect. I guess it works on i965 because the NIR path
skips some optimizations that are allowed by the GLSL spec, which has this to
say about EmitVertex():

   "Emits the current values of output variables to the current
   output primitive. On return from this call, the values of
   output variables are undefined."

In other words, you need to store outMinEdge / outMaxEdge in temporary
variables.

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  parent reply	other threads:[~2016-11-17 15:40 UTC|newest]

Thread overview: 17+ messages / expand[flat|nested]  mbox.gz  Atom feed  top
2016-11-09 19:17 [Bug 98664] Fragment shader while loop causes geometry corruption bugzilla-daemon
2016-11-09 19:18 ` bugzilla-daemon
2016-11-09 19:18 ` bugzilla-daemon
2016-11-09 19:21 ` bugzilla-daemon
2016-11-16 11:04 ` bugzilla-daemon
2016-11-16 11:44 ` bugzilla-daemon
2016-11-16 15:07 ` bugzilla-daemon
2016-11-16 15:59 ` bugzilla-daemon
2016-11-16 17:03 ` bugzilla-daemon
2016-11-16 21:09 ` bugzilla-daemon
2016-11-17 15:40 ` bugzilla-daemon [this message]
2016-11-17 15:56 ` bugzilla-daemon
2016-11-17 17:01 ` bugzilla-daemon
2016-11-17 17:15 ` bugzilla-daemon
2016-11-17 21:57 ` bugzilla-daemon
2016-11-17 22:34 ` bugzilla-daemon
2016-11-18 21:51 ` bugzilla-daemon

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