On Sat, 2012-03-31 at 06:46 -0400, Tom Stellard wrote:
> On Sat, Mar 31, 2012 at 06:25:08AM -0400, Tom Stellard wrote:
> > On Sat, Mar 31, 2012 at 12:02:42AM -0700, Kenneth Graunke wrote:
> > > On 03/30/2012 02:11 PM, Vadim Girlin wrote:
> > > > Hi,
> > > >
> > > > I noticed that GLSL compiler some
On Sat, Mar 31, 2012 at 06:25:08AM -0400, Tom Stellard wrote:
> On Sat, Mar 31, 2012 at 12:02:42AM -0700, Kenneth Graunke wrote:
> > On 03/30/2012 02:11 PM, Vadim Girlin wrote:
> > > Hi,
> > >
> > > I noticed that GLSL compiler sometimes produces different code for the
> > > same shader source, e.g
On Sat, Mar 31, 2012 at 12:02:42AM -0700, Kenneth Graunke wrote:
> On 03/30/2012 02:11 PM, Vadim Girlin wrote:
> > Hi,
> >
> > I noticed that GLSL compiler sometimes produces different code for the
> > same shader source, e.g.:
> >
> > Vertex shader source:
> >
> >>gl_Position = gl_Vertex;
> >>
On 03/30/2012 02:11 PM, Vadim Girlin wrote:
Hi,
I noticed that GLSL compiler sometimes produces different code for the
same shader source, e.g.:
Vertex shader source:
gl_Position = gl_Vertex;
gl_FrontColor = gl_Vertex;
GLSL IR:
(assign (xyzw) (var_ref gl_Position)
Hi,
I noticed that GLSL compiler sometimes produces different code for the
same shader source, e.g.:
Vertex shader source:
> gl_Position = gl_Vertex;
> gl_FrontColor = gl_Vertex;
GLSL IR:
> (assign (xyzw) (var_ref gl_Position) (var_ref gl_Vertex) )
> (assign (xyzw)