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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. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99467 Cc: "17.1" <mesa-stable@lists.freedesktop.org> Tested-by: Grazvydas Ignotas <notasas@gmail.com> Reviewed-by: Dave Airlie <airlied@redhat.com> |
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| .. | ||
| glsl | ||
| nir | ||
| spirv | ||
| .gitignore | ||
| Android.glsl.gen.mk | ||
| Android.glsl.mk | ||
| Android.mk | ||
| Android.nir.gen.mk | ||
| Android.nir.mk | ||
| builtin_type_macros.h | ||
| glsl_types.cpp | ||
| glsl_types.h | ||
| Makefile.am | ||
| Makefile.glsl.am | ||
| Makefile.nir.am | ||
| Makefile.sources | ||
| nir_types.cpp | ||
| nir_types.h | ||
| SConscript | ||
| SConscript.glsl | ||
| SConscript.nir | ||
| shader_enums.c | ||
| shader_enums.h | ||
| shader_info.h | ||