[Mesa-dev] [Bug 95190] Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Fri Apr 29 05:40:18 UTC 2016


https://bugs.freedesktop.org/show_bug.cgi?id=95190

--- Comment #8 from Timothy Arceri <t_arceri at yahoo.com.au> ---
I noticed and attempted to fix this a couple of weeks ago as it was giving me
problems with my shader cache work. In the end I dropped it in the too hard
basket and did this work around for my issue:
https://github.com/tarceri/Mesa_arrays_of_arrays/commit/1cd0191635ad3a0d775077493b4ee28875280fa0

The problem as Ilia points out is that a new unidentifiable ir_constant array
is propagated to each reference of the const array, this means we end up with a
new uniform array of the entire array each time we access a single element.

My thinking at the time was that we need to convert the 'const foo[]' to
'uniform foo[]' before other optimisations passes such as constant propagation
start messing with it.

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