On 04/10/2013 12:20 PM, Vadim Girlin wrote:
Hi,
It seems there is a bug in the compiler. The problem may be reproduced
with the following shader (complete shader_test file attached):
void main()
{
float f = 0.0;
while (true) {
f = 1.0;
break;
f = 0.5;
}
gl_FragColor = vec4(1.0 - f, f, 0.0, 1.0);
}
The result of compilation is equal to:
while (true) {
break;
}
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
In other words, GLSL compiler eliminates both assignments to "f" in the
loop body and the resulting value of the "f" variable is 0.
Blarg. I can believe it. The loop analysis code is a disaster. Part
of the reason I'm (slowly) making changes to the IR is so that we can do
more credible loop handling.
I probably won't be able to get to this problem for quite some time. :(
Vadim
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