Comment # 4
on bug 109265
from Timothy Arceri
This is odd. As far as I can tell the shader variant produced after loading from the case is the same as the one produced when the cache is disabled. Its also a fairly simple program. From tests/texturing/shaders/texelFetch.c the offending program is: int vs = piglit_compile_shader_text(GL_VERTEX_SHADER, "#version 130\n" "#extension GL_ARB_explicit_attrib_location: require\n" "layout(location=0) in vec4 pos;\n" "void main() {\n" " gl_Position = pos;\n" "}\n"); (void)!asprintf(&fs_code, "#version 130\n" "#extension GL_ARB_explicit_attrib_location: require\n" "#extension GL_ARB_fragment_coord_conventions: require\n" "uniform int layer;\n" "uniform int si;\n" "layout(pixel_center_integer) in vec4 gl_FragCoord;\n" "layout(location=0) out %s o;\n" "void main() {\n" " o = %s(%sgl_FragCoord.x, gl_FragCoord.y, layer, si);\n" "}\n", sampler.return_type, sampler.return_type, sampler.data_type == GL_UNSIGNED_INT ? "" : "-"); We must not be setting a flag somewhere, but I've looked over the code that handles the cache multiple time now and can't spot any real difference between tgsi and nir.
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