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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [BDW] Bad blit from FBO to FRONT"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93676#c10">Comment # 10</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [BDW] Bad blit from FBO to FRONT"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93676">bug 93676</a>
from <span class="vcard"><a class="email" href="mailto:CliveMcCarthy@gmail.com" title="Clive McCarthy <CliveMcCarthy@gmail.com>"> <span class="fn">Clive McCarthy</span></a>
</span></b>
<pre>Thank you for working so hard on this issue. The FBO blitting turns out to be a
red herring.
My fragment shader is 'odd' in that is has large switch statement. This has
caused the linking time to be rather long as reported in <a class="bz_bug_link
bz_status_NEW "
title="NEW - i965 spilling is slow"
href="show_bug.cgi?id=91857">bug #91857</a>
and, to my surprise, it also causes the artifacts I reported here and in bug
#110424
I created a sample application (attached to #110424) that illustrates the
problem. I'm afraid it will be troublesome to build, though it is a regular GCC
build, but it is possible to reproduce the artifacts with it.
The fragment shader's case statement has a #if ... #endif section that will
enable/disable the artifact problem.</pre>
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