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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - The Chronicles of Riddick: Assault on Dark Athena fails to start with nouveau"
href="https://bugs.freedesktop.org/show_bug.cgi?id=91169#c1">Comment # 1</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - The Chronicles of Riddick: Assault on Dark Athena fails to start with nouveau"
href="https://bugs.freedesktop.org/show_bug.cgi?id=91169">bug 91169</a>
from <span class="vcard"><a class="email" href="mailto:imirkin@alum.mit.edu" title="Ilia Mirkin <imirkin@alum.mit.edu>"> <span class="fn">Ilia Mirkin</span></a>
</span></b>
<pre>One thing to note is that the shaders don't *actually* use the functionality.
They all have the same copy & pasted adapter which makes glsl look more like
hlsl, and it includes some functions which call the various texture functions.
However they don't actually get used, at least in the few shaders I've looked
at.
It may be sufficient to provide the prototypes but then fail at link-time. This
should allow the glsl compiler to optimize those functions out and thus work.
But I haven't checked -- perhaps there are in fact vertex shaders that try to
call texture2D(bias) or textureLod() from fp.</pre>
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