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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED FIXED - Lack of grass in The Talos Principle on radeonsi (native\wine\nine)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89069#c25">Comment # 25</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED FIXED - Lack of grass in The Talos Principle on radeonsi (native\wine\nine)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89069">bug 89069</a>
from <span class="vcard"><a class="email" href="mailto:daniel@constexpr.org" title="Daniel Scharrer <daniel@constexpr.org>"> <span class="fn">Daniel Scharrer</span></a>
</span></b>
<pre>(In reply to Marek Olšák from <a href="show_bug.cgi?id=89069#c24">comment #24</a>)
<span class="quote">> I don't understand.</span >
Since setting the unsafe-fp-math attribute just for vertex shaders or just for
fragment shaders was both enough to trigger the bug (break grass and hide the
GPU faults), I was just wondering if setting that attribute on one of the
shader stages somehow also affected the optimization passes and/or codegen for
the other shader stages.
<span class="quote">> Shaders are whole programs. The OpenGL program object
> has no meaning to gallium drivers.</span >
I'm really not that familiar with the Mesa / Gallium internals, so thanks for
clearing that up.</pre>
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