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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTOURBUG - Fragment shader while loop causes geometry corruption"
href="https://bugs.freedesktop.org/show_bug.cgi?id=98664#c14">Comment # 14</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTOURBUG - Fragment shader while loop causes geometry corruption"
href="https://bugs.freedesktop.org/show_bug.cgi?id=98664">bug 98664</a>
from <span class="vcard"><a class="email" href="mailto:nhaehnle@gmail.com" title="Nicolai Hähnle <nhaehnle@gmail.com>"> <span class="fn">Nicolai Hähnle</span></a>
</span></b>
<pre>I suspect the reason that the blob drivers do it this way is that if you don't,
you're likely to hit a subtle bug with emit inside control flow. And making the
effort to exploit the undefined-ness probably pays off very rarely, so... I'm
about to send out a patch to mesa-dev that might explain this better. In any
case, the shader still did the wrong thing according to the spec :)</pre>
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