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I discovered this while looking at a shader that was hurt by some other
work I'm doing. When I examined the changes, I was confused that one
instance of a comparison that was used in a discard_if was (incorrectly)
eliminated, while another instance used by a bcsel was (correctly) not
eliminated. I had to use NIR_PRINT=true to see exactly where things
when wrong.
A bunch of shaders in Goat Simulator, Dungeon Defenders, Sanctum 2, and
Strike Suit Zero were impacted.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Fixes:
|
||
|---|---|---|
| .. | ||
| glsl | ||
| nir | ||
| spirv | ||
| Android.glsl.gen.mk | ||
| Android.glsl.mk | ||
| Android.mk | ||
| Android.nir.gen.mk | ||
| Android.nir.mk | ||
| blob.c | ||
| blob.h | ||
| builtin_type_macros.h | ||
| glsl_types.cpp | ||
| glsl_types.h | ||
| Makefile.sources | ||
| meson.build | ||
| nir_types.cpp | ||
| nir_types.h | ||
| SConscript | ||
| SConscript.glsl | ||
| SConscript.nir | ||
| SConscript.spirv | ||
| shader_enums.c | ||
| shader_enums.h | ||
| shader_info.h | ||