Summary: | Using negation as an argument to a shader function sometimes negates twice | ||
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Product: | Mesa | Reporter: | Neil Roberts <nroberts> |
Component: | glsl-compiler | Assignee: | Ian Romanick <idr> |
Status: | RESOLVED WORKSFORME | QA Contact: | |
Severity: | normal | ||
Priority: | medium | ||
Version: | git | ||
Hardware: | All | ||
OS: | All | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Attachments: | Add a shader which does a negation as one of the arguments to dot |
Description
Neil Roberts
2010-07-21 11:40:04 UTC
Created attachment 37276 [details] [review] Add a shader which does a negation as one of the arguments to dot This is basically doing: vec3 a_vec; vec3 b_vec; /* some random calculations */ float result = dot(-a_vec, b_vec); But for some reason it currently gets compiled as if it was: vec3 a_vec; vec3 b_vec; /* some random calculations */ float result = dot(--a_vec, b_vec); Ie, the negation gets done twice. I added this test case to piglit, but it seems to pass with both i965 and swrast. It seems likely that this was fixed somewhere over the last 5 months, but who knows which commit did it. |
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