Thomas Helland writes:
> 2015-08-11 20:25 GMT+02:00 Eric Anholt :
>> We may find a cause to do more undef optimization in the future, but for
>> now this fixes up things after if flattening. vc4 was handling this
>> internally most of the time, but a GLB2.7 shader that did a conditional
>> disca
On Tue, Aug 11, 2015 at 1:31 PM, Thomas Helland
wrote:
> 2015-08-11 20:25 GMT+02:00 Eric Anholt :
>> We may find a cause to do more undef optimization in the future, but for
>> now this fixes up things after if flattening. vc4 was handling this
>> internally most of the time, but a GLB2.7 shader
2015-08-11 20:25 GMT+02:00 Eric Anholt :
> We may find a cause to do more undef optimization in the future, but for
> now this fixes up things after if flattening. vc4 was handling this
> internally most of the time, but a GLB2.7 shader that did a conditional
> discard and assign gl_FragColor in t
2015-08-11 20:25 GMT+02:00 Eric Anholt :
> We may find a cause to do more undef optimization in the future, but for
> now this fixes up things after if flattening. vc4 was handling this
> internally most of the time, but a GLB2.7 shader that did a conditional
> discard and assign gl_FragColor in t
We may find a cause to do more undef optimization in the future, but for
now this fixes up things after if flattening. vc4 was handling this
internally most of the time, but a GLB2.7 shader that did a conditional
discard and assign gl_FragColor in the else was still emitting some extra
code.
tota