[Bug 73110] [BISECTED] commit "r600g: use shader-based MSAA resolving when hw-based one cannot be used" crashes some games with R600_LLVM=1
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Thu Jan 9 17:25:42 PST 2014
https://bugs.freedesktop.org/show_bug.cgi?id=73110
--- Comment #4 from Marek Olšák <maraeo at gmail.com> ---
The shaders are generated by this code:
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=5a609fbcb5459fc5cac2e0361a405ea4b884325f
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.
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