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authorIan Romanick <ian.d.romanick@intel.com>2011-07-08 14:53:08 -0700
committerIan Romanick <ian.d.romanick@intel.com>2011-08-19 09:24:46 -0700
commita834e6861e3c4d5748d24143d11064e4415a9267 (patch)
treedfdbfb9cbfc269a88cd468faa4df0664125209ef /README
parent829064ab06014f9cdb3c2a7bda2258ca3cb190be (diff)
glsl-1.20: Add serveral tests for recursion in shaders
These aren't done as shader_runner tests because there is no way to expect linking or compilation to fail in shader_runner. All of these tests pass on NVIDIA's closed-source driver except 'unreachable' and 'unreachable-constant-folding'. All of these tests fail on AMD's closed-source driver, and 'simple', 'unreachable', and 'unreachable-constant-folding' crash inside the driver. It looks like the compiler tries to recursively inline the functions until the stack overflows. Mesa currently produces pretty much the same results as AMD, but Mesa can occasionally OOM instead of running out of stack. I have not tested Apple's driver or Intel's Windows driver. Reviewed-by: Chad Versace <chad@chad-versace.us> Acked-by: José Fonseca <jfonseca@vmware.com>
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