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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#c8">Comment # 8</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:t_arceri@yahoo.com.au" title="Timothy Arceri <t_arceri@yahoo.com.au>"> <span class="fn">Timothy Arceri</span></a>
</span></b>
<pre>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:
<a href="https://github.com/tarceri/Mesa_arrays_of_arrays/commit/1cd0191635ad3a0d775077493b4ee28875280fa0">https://github.com/tarceri/Mesa_arrays_of_arrays/commit/1cd0191635ad3a0d775077493b4ee28875280fa0</a>
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.</pre>
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