[Bug 98664] Fragment shader while loop causes geometry corruption

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Thu Nov 17 15:40:00 UTC 2016


https://bugs.freedesktop.org/show_bug.cgi?id=98664

Nicolai Hähnle <nhaehnle at gmail.com> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
         Resolution|---                         |NOTOURBUG
             Status|NEW                         |RESOLVED

--- Comment #10 from Nicolai Hähnle <nhaehnle at gmail.com> ---
The geometry shader is incorrect. I guess it works on i965 because the NIR path
skips some optimizations that are allowed by the GLSL spec, which has this to
say about EmitVertex():

   "Emits the current values of output variables to the current
   output primitive. On return from this call, the values of
   output variables are undefined."

In other words, you need to store outMinEdge / outMaxEdge in temporary
variables.

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