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authorChristoph Bumiller <[email protected]>2014-09-06 01:36:48 +0200
committerIlia Mirkin <[email protected]>2014-09-05 23:08:24 -0400
commitca9ab05d45ebf407485af2daa3742b897ff99162 (patch)
tree73b03cedfad114dab23f12c6ad9dfdeebec5aa72 /docs/devinfo.html
parentb9f9e3ce03dbd8d044a72a00e1e8856a500b5f72 (diff)
nvc0/ir: clarify recursion fix to finding first tex uses
This is a simple shader for reproducing the case mentioned: FRAG DCL IN[0], GENERIC[0], PERSPECTIVE DCL OUT[0], COLOR DCL SAMP[0] DCL CONST[0] DCL TEMP[0..1], LOCAL IMM[0] FLT32 { 0.0000, -1.0000, 1.0000, 0.0000} 0: MOV TEMP[0].x, CONST[0].wwww 1: MOV TEMP[1].x, CONST[0].wwww 2: BGNLOOP 3: IF TEMP[0].xxxx 4: BRK 5: ENDIF 6: ADD TEMP[0].x, TEMP[0], IMM[0].zzzz 7: IF CONST[0].xxxx 8: TEX TEMP[1].x, CONST[0], SAMP[0], 2D 9: ENDIF 10: IF CONST[0].zzzz 11: MOV TEMP[1].x, CONST[0].zzzz 12: ENDIF 13: ENDLOOP 14: MOV OUT[0], TEMP[1].xxxx 15: END Cc: "10.2 10.3" <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
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