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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#c15">Comment # 15</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:wallbraker@gmail.com" title="Jakob Bornecrantz <wallbraker@gmail.com>"> <span class="fn">Jakob Bornecrantz</span></a>
</span></b>
<pre>(In reply to Nicolai Hähnle from <a href="show_bug.cgi?id=98664#c14">comment #14</a>)
<span class="quote">> 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 :)</span >
Following the spec fixed the problems I was seeing, thanks! It slightly slower
then on Windows, but within the same magnitude.
Cheers, Jakob.</pre>
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