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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Bad int(floatBitsToInt(vec4))"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89508#c2">Comment # 2</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Bad int(floatBitsToInt(vec4))"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89508">bug 89508</a>
from <span class="vcard"><a class="email" href="mailto:marcandre.lureau@gmail.com" title="Marc-Andre Lureau <marcandre.lureau@gmail.com>"> <span class="fn">Marc-Andre Lureau</span></a>
</span></b>
<pre>Hi thanks for confirming the bug
(In reply to Matt Turner from <a href="show_bug.cgi?id=89508#c1">comment #1</a>)
<span class="quote">> I'll hopefully take a closer look at this soon. If there's a smaller test
> case, that'd be nice as well.</span >
Yeah, I have tried without much success to make the example more succint.
<span class="quote">> As an aside: we're almost certainly going to generate better shader code for
> a uniform array than a non-const temporary array. Assuming you hit this bug
> in a real application, it's something you might want to change if possible.</span >
The bug can be hit by virglrenderer: the glsl code is "translated" from tgsi
dynamically. Can't do much without temps here I think.</pre>
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