On Tue, 26 Nov 2019 at 05:19, Marek Olšák <mar...@gmail.com> wrote: > > The way shader variants work in st/mesa is that NIR is generated, finalized, > and stored in the cache. This helps the most common case when there is only > one variant. If shader variants make changes to NIR, like adding samplers, > uniforms, and inputs, it needs to be finalized again, which means many passes > have to be run again. >
So this is what's happening, we are calling the gl_nir lowering pass twice, once for the main shader, once for the variant, the call for the variant messes up. Dave. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev