From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 98664] Fragment shader while loop causes geometry corruption
Date: Wed, 16 Nov 2016 17:03:44 +0000
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Date: Wed, 16 Nov 2016 17:03:43 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=3D98664
--- Comment #8 from Jakob Bornecrantz ---
(In reply to Ilia Mirkin from comment #7)
> Created attachment 128012 [details]
> last frame with i965/SKL mesa 13.0.1
That is how it should look.
17:02 < nha> funny because Prf_Jakob seems to think it's related to loops in
the pixel shader...
Looks my analysis was wrong. Since the fragment shader in use is trivial, t=
ho
making it even more trivial makes it work (not using inMinEdge).
#version 450 core
layout (location =3D 0) in vec3 inPosition;
layout (location =3D 0) out vec4 outColor;
void main(void)
{
outColor =3D vec4(inPosition, 1.0);
}
--=20
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Date: Wed, 16 Nov 2016 17:03:43 +0000
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Comment=
# 8
on bug 98664<=
/a>
from Jakob Bornecrantz
(In reply to Ilia Mirkin from comment #7)
> Created attachment 128012 [details]=
> last frame with i965/SKL mesa 13.0.1
That is how it should look.
17:02 < nha> funny because Prf_Jakob seems to think it's related to l=
oops in
the pixel shader...
Looks my analysis was wrong. Since the fragment shader in use is trivial, t=
ho
making it even more trivial makes it work (not using inMinEdge).
#version 450 core
layout (location =3D 0) in vec3 inPosition;
layout (location =3D 0) out vec4 outColor;
void main(void)
{
outColor =3D vec4(inPosition, 1.0);
}
You are receiving this mail because:
- You are the assignee for the bug.
=
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