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author | Ian Romanick <ian.d.romanick@intel.com> | 2011-07-08 14:53:08 -0700 |
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committer | Ian Romanick <ian.d.romanick@intel.com> | 2011-08-19 09:24:46 -0700 |
commit | a834e6861e3c4d5748d24143d11064e4415a9267 (patch) | |
tree | dfdbfb9cbfc269a88cd468faa4df0664125209ef /README | |
parent | 829064ab06014f9cdb3c2a7bda2258ca3cb190be (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>
Diffstat (limited to 'README')
0 files changed, 0 insertions, 0 deletions