https://bugs.freedesktop.org/show_bug.cgi?id=42930
--- Comment #13 from Ian Romanick 2011-11-22 11:57:27
PST ---
Fixed by the following commit in Mesa master:
commit 151867b422d07b9e5845e95c2ebc30567809edc5
Author: Ian Romanick
Date: Mon Nov 21 11:42:37 2011 -0800
linker: Remove erroneo
https://bugs.freedesktop.org/show_bug.cgi?id=42930
Niels P. changed:
What|Removed |Added
Status|NEW |RESOLVED
Resolution|
https://bugs.freedesktop.org/show_bug.cgi?id=42930
--- Comment #11 from Pavel Ondračka 2011-11-21
14:02:14 PST ---
(In reply to comment #10)
> I just posted a patch to the mesa-dev mailing list that may fix this issue:
>
> http://lists.freedesktop.org/archives/mesa-dev/2011-November/014913.html
https://bugs.freedesktop.org/show_bug.cgi?id=42930
--- Comment #10 from Ian Romanick 2011-11-21 11:54:03
PST ---
I just posted a patch to the mesa-dev mailing list that may fix this issue:
http://lists.freedesktop.org/archives/mesa-dev/2011-November/014913.html
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https://bugs.freedesktop.org/show_bug.cgi?id=42930
Ian Romanick changed:
What|Removed |Added
Platform|Other |All
CC|
https://bugs.freedesktop.org/show_bug.cgi?id=42930
--- Comment #9 from Ian Romanick 2011-11-15 11:54:48 PST
---
(In reply to comment #5)
> The r300 compiler looks for the constants which are used and allocates new
> locations for them.
I think we could achieve most this pretty easily in the lin
https://bugs.freedesktop.org/show_bug.cgi?id=42930
--- Comment #8 from Marek Olšák 2011-11-15 11:38:47 PST ---
(In reply to comment #7)
> But hopefully it shouldn't be hard to make the optimization in the GLSL, and
> therefore avoid backward notificiation calls.
If only I had time to do this.
W
https://bugs.freedesktop.org/show_bug.cgi?id=42930
--- Comment #7 from José Fonseca 2011-11-15 11:29:15 PST
---
IMO, MAX_xxx_UNIFORMS should be checked against the number of active uniforms,
and not all those declared. Otherwise it would be limiting beyond the
capabilities of the cards. And if t
https://bugs.freedesktop.org/show_bug.cgi?id=42930
--- Comment #6 from Marek Olšák 2011-11-15 11:28:55 PST ---
I think the optimization was written before GLSL2 was merged. It can happen at
a higher level (it may be even more efficient there), but the GLSL
infrastructure must be able to break arr
https://bugs.freedesktop.org/show_bug.cgi?id=42930
--- Comment #5 from Marek Olšák 2011-11-15 11:19:51 PST ---
The r300 compiler looks for the constants which are used and allocates new
locations for them.
For example this:
DCL CONST[0..2000]
0: MAD OUT[0], CONST[3], CONST[550], CONST[1300]
https://bugs.freedesktop.org/show_bug.cgi?id=42930
--- Comment #4 from Ian Romanick 2011-11-15 10:49:37 PST
---
(In reply to comment #3)
> Please Ian, can we not report a failure when the max number of uniform
> components is exceeded? The r300 compiler can do some elimination of unused
> consta
https://bugs.freedesktop.org/show_bug.cgi?id=42930
--- Comment #3 from Marek Olšák 2011-11-15 05:20:10 PST ---
Please Ian, can we not report a failure when the max number of uniform
components is exceeded? The r300 compiler can do some elimination of unused
constants. This is especially useful wi
https://bugs.freedesktop.org/show_bug.cgi?id=42930
--- Comment #2 from Pavel Ondračka 2011-11-15
04:53:16 PST ---
(In reply to comment #1)
> The telling bit from the log is:
>
> fixme:d3d_shader:print_glsl_info_log Info log received from GLSL shader #1:
> fixme:d3d_shader:print_glsl_info_log
https://bugs.freedesktop.org/show_bug.cgi?id=42930
Ian Romanick changed:
What|Removed |Added
Keywords||NEEDINFO
--- Comment #1 from Ian Romanick
https://bugs.freedesktop.org/show_bug.cgi?id=42930
Pavel Ondračka changed:
What|Removed |Added
Blocks||42514
URL|
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