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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - [BISECTED] commit "r600g: use shader-based MSAA resolving when hw-based one cannot be used" crashes some games with R600_LLVM=1"
href="https://bugs.freedesktop.org/show_bug.cgi?id=73110#c4">Comment # 4</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - [BISECTED] commit "r600g: use shader-based MSAA resolving when hw-based one cannot be used" crashes some games with R600_LLVM=1"
href="https://bugs.freedesktop.org/show_bug.cgi?id=73110">bug 73110</a>
from <span class="vcard"><a class="email" href="mailto:maraeo@gmail.com" title="Marek Olšák <maraeo@gmail.com>"> <span class="fn">Marek Olšák</span></a>
</span></b>
<pre>The shaders are generated by this code:
<a href="http://cgit.freedesktop.org/mesa/mesa/diff/src/gallium/auxiliary/util/u_simple_shaders.c?id=fc21098a95c8f7d0aadbfcc90cb2e9e78d1e2ef3">http://cgit.freedesktop.org/mesa/mesa/diff/src/gallium/auxiliary/util/u_simple_shaders.c?id=fc21098a95c8f7d0aadbfcc90cb2e9e78d1e2ef3</a>
<a href="http://cgit.freedesktop.org/mesa/mesa/diff/src/gallium/auxiliary/util/u_simple_shaders.c?id=5a609fbcb5459fc5cac2e0361a405ea4b884325f">http://cgit.freedesktop.org/mesa/mesa/diff/src/gallium/auxiliary/util/u_simple_shaders.c?id=5a609fbcb5459fc5cac2e0361a405ea4b884325f</a>
There is nothing special except for the texel fetch instructions which read
from MSAA textures. The shaders also contain float<->int and float<->unsigned
conversions. I think the latter is not used with GLSL very often.</pre>
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