[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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