Comment # 8
on bug 104143
from Gert Wollny
I found the problem: if KC0[0].x == index (=0): 1 x: ADD_INT T0.x, KC0[0].x, [0xfffffffe -nan].x 2 x: MOVA_INT __.x, T0.x Address register is now -2 and hence, in the next step R1 is unconditionally written, and this is actually the gl_Vertex value ... 3 z: MOV R[3+AR].z, 0 w: MOV R[3+AR].w, [0x3dcccccd 0.1].x that is here used to evaluate the gl_Posuition. 5 x: MUL_IEEE T0.x, KC0[1].w, R1.x y: MUL_IEEE T0.y, KC0[1].z, R1.x 6 t: MULADD_IEEE T0.y, KC0[2].z, R1.y, T0.y SCL_212 ... In the un-optimized shader R[3+AR].w is only written to if (KC0[0].x >= 2), and hence AR >= 0; I.e. the sb optimizer is to aggressive in optimizing away the conditional blocks.
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