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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground"
href="https://bugs.freedesktop.org/show_bug.cgi?id=95190#c7">Comment # 7</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Tomb Raider with PostProcessing enable and Depth of Field set to Ultra has white stuff in the foreground"
href="https://bugs.freedesktop.org/show_bug.cgi?id=95190">bug 95190</a>
from <span class="vcard"><a class="email" href="mailto:imirkin@alum.mit.edu" title="Ilia Mirkin <imirkin@alum.mit.edu>"> <span class="fn">Ilia Mirkin</span></a>
</span></b>
<pre>OK, so the issue is that it's a different(ish) constant array every time. Code
that's like
const foo[] = bar
foo[]
foo[]
foo[]
becomes
bar[]
bar[]
bar[]
And so in essence we have 3 arrays, each of which is becoming its own uniform.
I tried adding a hash table on ir_constant*, but that was useless, since
they're different ir_constant* pointers each time. This is going to be a bit
tricky... I guess we could hash the actual data. Probably other solutions I'm
neglecting, too.</pre>
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