https://bugs.freedesktop.org/show_bug.cgi?id=109265
--- Comment #4 from Timothy Arceri <t_arc...@yahoo.com.au> ---
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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