[Mesa-dev] [PATCH] spirv: Work around the Doom shader bug

Dave Airlie airlied at gmail.com
Tue Jun 20 23:34:36 UTC 2017


On 21 June 2017 at 08:11, Grazvydas Ignotas <notasas at gmail.com> wrote:
> On Tue, Jun 20, 2017 at 7:11 PM, Jason Ekstrand <jason at jlekstrand.net> wrote:
>> Doom shipped with a broken version of GLSLang which handles samplers as
>> function arguments in a way that isn't spec-compliant.  In particular,
>> it creates a temporary local sampler variable and copies the sampler
>> into it.  While Dave has had a hack patch out for a while that gets it
>> working, we've never landed it because we've been hoping that a game
>> update would come out with fixed shaders.  Unfortunately, no game update
>> appears on to be on the horizon and I've found this issue in yet another
>> application so I think we're stuck working around it.  Hopefully, we can
>> delete this code one day.
>>
>> Cc: Dave Airlie <airlied at redhat.com>

Yeah let's do it.

Reviewed-by: Dave Airlie <airlied at redhat.com>
>
> Yes please, would be one less patch to carry.
> I'd even vote for it to go to stable.
>
> Tested-by: Grazvydas Ignotas <notasas at gmail.com>
> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99467
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