From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 98664] Fragment shader while loop causes geometry corruption
Date: Wed, 09 Nov 2016 19:17:38 +0000
Message-ID:
Bug ID
98664
Summary
Fragment shader while loop causes geometry corruption
Product
Mesa
Version
git
Hardware
x86-64 (AMD64)
OS
Linux (All)
Status
NEW
Severity
major
Priority
medium
Component
Drivers/Gallium/radeonsi
Assignee
dri-devel@lists.freedesktop.org
Reporter
wallbraker@gmail.com
QA Contact
dri-devel@lists.freedesktop.org
Created attachment 127870 [details]
Fragment shader
The card is Radeon R9 390.
I have a fragment shader that seems to corrupt the geometry of the triangle=
. I
reduced that fragment shader a lot. The code for this is not easy to compile
and require a rather large dataset. You can reach me on IRC, nick Prf_Jakob.
$ glxinfo | grep OpenGL
OpenGL vendor string: X.Org
OpenGL renderer string: Gallium 0.4 on AMD HAWAII (DRM 2.46.0 /
4.8.0-26-generic, LLVM 3.9.0)
OpenGL core profile version string: 4.5 (Core Profile) Mesa 13.1.0-devel
(git-7bcb94b)
OpenGL core profile shading language version string: 4.50
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 3.0 Mesa 13.1.0-devel (git-7bcb94b)
OpenGL shading language version string: 1.30
OpenGL context flags: (none)
OpenGL extensions:
OpenGL ES profile version string: OpenGL ES 3.1 Mesa 13.1.0-devel (git-7bcb=
94b)
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.10
OpenGL ES profile extensions:
Created attachment 127871
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--- Comment #2 from Jakob Bornecrantz ---
Created attachment 127872
--> https://bugs.freedesktop.org/attachment.cgi?id=3D127872&action=3Dedit
Geometry shader
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Comment=
# 2
on bug 98664<=
/a>
from Jakob Bornecrantz
Created attachment 127872 [details]
Geometry shader
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dHMuZnJlZWRlc2t0b3Aub3JnL21haWxtYW4vbGlzdGluZm8vZHJpLWRldmVsCg==
--===============0118697583==--
From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 98664] Fragment shader while loop causes geometry corruption
Date: Wed, 09 Nov 2016 19:21:56 +0000
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Jakob Bornecrantz changed:
What |Removed |Added
----------------------------------------------------------------------------
Attachment #127870|0 |1
is obsolete| |
--- Comment #3 from Jakob Bornecrantz ---
Created attachment 127873
--> https://bugs.freedesktop.org/attachment.cgi?id=3D127873&action=3Dedit
Fragment shader
The shader works on the same card on Windows.
Managed to reduce the shader even more.
--=20
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Jakob Bornecrantz
changed
bug 98664<=
/a>
What
Removed
Added
Attachment #127870 is obsolete=
td>
1
Comment=
# 3
on bug 98664<=
/a>
from Jakob Bornecrantz
Created attachment 127873 [details]
Fragment shader
The shader works on the same card on Windows.
Managed to reduce the shader even more.
You are receiving this mail because:
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--===============0318843742==--
From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 98664] Fragment shader while loop causes geometry corruption
Date: Wed, 16 Nov 2016 11:04:52 +0000
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--- Comment #4 from Nicolai H=C3=A4hnle ---
Thanks for trying to reduce the test case as much as possible. Do you have a
simple test program that shows the problem?
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# 4
on bug 98664<=
/a>
from Nicolai H=C3=A4hnle
Thanks for trying to reduce the test case as much as possible.=
Do you have a
simple test program that shows the problem?
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--===============1492444624==--
From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 98664] Fragment shader while loop causes geometry corruption
Date: Wed, 16 Nov 2016 11:44:23 +0000
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Jakob Bornecrantz changed:
What |Removed |Added
----------------------------------------------------------------------------
Attachment #127871|0 |1
is obsolete| |
Attachment #127872|0 |1
is obsolete| |
Attachment #127873|0 |1
is obsolete| |
--- Comment #5 from Jakob Bornecrantz ---
Created attachment 128003
--> https://bugs.freedesktop.org/attachment.cgi?id=3D128003&action=3Dedit
Trace of the program
Adding a trace of the program, slightly different shaders in it, but still
broken.
--=20
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Jakob Bornecrantz
changed
bug 98664<=
/a>
What
Removed
Added
Attachment #127871 is obsolete=
td>
1
Attachment #127872 is obsolete=
td>
1
Attachment #127873 is obsolete=
td>
1
Comment=
# 5
on bug 98664<=
/a>
from Jakob Bornecrantz
Created attachment 128003=
a> [details]
Trace of the program
Adding a trace of the program, slightly different shaders in it, but still
broken.
You are receiving this mail because:
- You are the assignee for the bug.
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--===============0690573673==--
From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 98664] Fragment shader while loop causes geometry corruption
Date: Wed, 16 Nov 2016 15:07:09 +0000
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--- Comment #6 from Nicolai H=C3=A4hnle ---
Created attachment 128011
--> https://bugs.freedesktop.org/attachment.cgi?id=3D128011&action=3Dedit
Last frame of trace with LLVM patch
The patch at https://reviews.llvm.org/D26747 fixes the assertion that I get
when running the trace. I've attached the last frame that I get with the fix
applied. If that still looks wrong, please give some indication of how it's
supposed to look :)
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Comment=
# 6
on bug 98664<=
/a>
from Nicolai H=C3=A4hnle
Created atta=
chment 128011 [details]
Last frame of trace with LLVM patch
The patch at https://reviews.ll=
vm.org/D26747 fixes the assertion that I get
when running the trace. I've attached the last frame that I get with the fix
applied. If that still looks wrong, please give some indication of how it's
supposed to look :)
You are receiving this mail because:
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--===============1074857662==--
From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 98664] Fragment shader while loop causes geometry corruption
Date: Wed, 16 Nov 2016 15:59:02 +0000
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--- Comment #7 from Ilia Mirkin ---
Created attachment 128012
--> https://bugs.freedesktop.org/attachment.cgi?id=3D128012&action=3Dedit
last frame with i965/SKL mesa 13.0.1
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# 7
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/a>
from Ilia Mirkin
Created att=
achment 128012 [details]
last frame with i965/SKL mesa 13.0.1
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 98664] Fragment shader while loop causes geometry corruption
Date: Wed, 16 Nov 2016 17:03:44 +0000
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Date: Wed, 16 Nov 2016 17:03:43 +0000
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--- Comment #8 from Jakob Bornecrantz ---
(In reply to Ilia Mirkin from comment #7)
> Created attachment 128012 [details]
> last frame with i965/SKL mesa 13.0.1
That is how it should look.
17:02 < nha> funny because Prf_Jakob seems to think it's related to loops in
the pixel shader...
Looks my analysis was wrong. Since the fragment shader in use is trivial, t=
ho
making it even more trivial makes it work (not using inMinEdge).
#version 450 core
layout (location =3D 0) in vec3 inPosition;
layout (location =3D 0) out vec4 outColor;
void main(void)
{
outColor =3D vec4(inPosition, 1.0);
}
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Comment=
# 8
on bug 98664<=
/a>
from Jakob Bornecrantz
(In reply to Ilia Mirkin from comment #7)
> Created attachment 128012 [details]=
> last frame with i965/SKL mesa 13.0.1
That is how it should look.
17:02 < nha> funny because Prf_Jakob seems to think it's related to l=
oops in
the pixel shader...
Looks my analysis was wrong. Since the fragment shader in use is trivial, t=
ho
making it even more trivial makes it work (not using inMinEdge).
#version 450 core
layout (location =3D 0) in vec3 inPosition;
layout (location =3D 0) out vec4 outColor;
void main(void)
{
outColor =3D vec4(inPosition, 1.0);
}
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--===============0643640461==--
From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 98664] Fragment shader while loop causes geometry corruption
Date: Wed, 16 Nov 2016 21:09:24 +0000
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--- Comment #9 from Jakob Bornecrantz ---
With the LLVM patch it looks the same as you, but its still wrong (should l=
ook
like Ilias screenshot).
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# 9
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With the LLVM patch it looks the same as you, but its still wr=
ong (should look
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 98664] Fragment shader while loop causes geometry corruption
Date: Thu, 17 Nov 2016 15:40:00 +0000
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Nicolai H=C3=A4hnle changed:
What |Removed |Added
----------------------------------------------------------------------------
Resolution|--- |NOTOURBUG
Status|NEW |RESOLVED
--- Comment #10 from Nicolai H=C3=A4hnle ---
The geometry shader is incorrect. I guess it works on i965 because the NIR =
path
skips some optimizations that are allowed by the GLSL spec, which has this =
to
say about EmitVertex():
"Emits the current values of output variables to the current
output primitive. On return from this call, the values of
output variables are undefined."
In other words, you need to store outMinEdge / outMaxEdge in temporary
variables.
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Nicolai H=C3=A4hnle
changed
bug 98664<=
/a>
What
Removed
Added
Resolution
---
NOTOURBUG
Status
NEW
RESOLVED
Commen=
t # 10
on bug 98664<=
/a>
from Nicolai H=C3=A4hnle
The geometry shader is incorrect. I guess it works on i965 bec=
ause the NIR path
skips some optimizations that are allowed by the GLSL spec, which has this =
to
say about EmitVertex():
"Emits the current values of output variables to the current
output primitive. On return from this call, the values of
output variables are undefined."
In other words, you need to store outMinEdge / outMaxEdge in temporary
variables.
You are receiving this mail because:
- You are the assignee for the bug.
=
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 98664] Fragment shader while loop causes geometry corruption
Date: Thu, 17 Nov 2016 15:56:47 +0000
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--- Comment #11 from Nicolai H=C3=A4hnle ---
Actually, I suspect we do have a related bug here in the Mesa state tracker,
but you definitely need to fix that geometry shader.
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Commen=
t # 11
on bug 98664<=
/a>
from Nicolai H=C3=A4hnle
Actually, I suspect we do have a related bug here in the Mesa =
state tracker,
but you definitely need to fix that geometry shader.
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 98664] Fragment shader while loop causes geometry corruption
Date: Thu, 17 Nov 2016 17:01:20 +0000
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--- Comment #12 from Ilia Mirkin ---
(In reply to Nicolai H=C3=A4hnle from comment #10)
> The geometry shader is incorrect. I guess it works on i965 because the NIR
> path skips some optimizations that are allowed by the GLSL spec, which has
> this to say about EmitVertex():
>=20
> "Emits the current values of output variables to the current
> output primitive. On return from this call, the values of
> output variables are undefined."
>=20
> In other words, you need to store outMinEdge / outMaxEdge in temporary
> variables.
FWIW I've noticed that NVIDIA blob tends to go exactly counter to this, and
explicitly "latches" the values. (While i965 hardware behaves this way by
default, NVIDIA hw does not - it takes extra effort to make it do that, and=
the
NVIDIA blob does it. We've resorted to doing it for gl_Layer/gl_ViewportInd=
ex
in nouveau, but not other varyings.)
Note that it's not necessary to re-emit flat varyings for every vertex, just
the provoking vertex. This tends to be the last vertex by default, I believ=
e.
(And I don't know if that's prior to strip decomposition or not.)
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--14794020801.dAAe.3724
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Commen=
t # 12
on bug 98664<=
/a>
from Ilia Mirkin
(In reply to Nicolai H=C3=A4hnle from comment #10)
> The geometry shader is incorrect. I guess it wor=
ks on i965 because the NIR
> path skips some optimizations that are allowed by the GLSL spec, which=
has
> this to say about EmitVertex():
>=20
> "Emits the current values of output variables to the current
> output primitive. On return from this call, the values of
> output variables are undefined."
>=20
> In other words, you need to store outMinEdge / outMaxEdge in temporary
> variables.
FWIW I've noticed that NVIDIA blob tends to go exactly counter to this, and
explicitly "latches" the values. (While i965 hardware behaves thi=
s way by
default, NVIDIA hw does not - it takes extra effort to make it do that, and=
the
NVIDIA blob does it. We've resorted to doing it for gl_Layer/gl_ViewportInd=
ex
in nouveau, but not other varyings.)
Note that it's not necessary to re-emit flat varyings for every vertex, just
the provoking vertex. This tends to be the last vertex by default, I believ=
e.
(And I don't know if that's prior to strip decomposition or not.)
You are receiving this mail because:
- You are the assignee for the bug.
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 98664] Fragment shader while loop causes geometry corruption
Date: Thu, 17 Nov 2016 17:15:20 +0000
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--- Comment #13 from Jakob Bornecrantz ---
(In reply to Nicolai H=C3=A4hnle from comment #11)
> Actually, I suspect we do have a related bug here in the Mesa state track=
er,
> but you definitely need to fix that geometry shader.
Oh I did not know that, I will fix the shaders and report back.
I can mirror Ilias observation, all blob drivers that I have run this on
features the latch behaviour (nVidia windows, AMD windows, nVidia Linux).
Cheers, Jakob.
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Commen=
t # 13
on bug 98664<=
/a>
from Jakob Bornecrantz
(In reply to Nicolai H=C3=A4hnle from comment #11)
> Actually, I suspect we do have a related bug her=
e in the Mesa state tracker,
> but you definitely need to fix that geometry shader.
Oh I did not know that, I will fix the shaders and report back.
I can mirror Ilias observation, all blob drivers that I have run this on
features the latch behaviour (nVidia windows, AMD windows, nVidia Linux).
Cheers, Jakob.
You are receiving this mail because:
- You are the assignee for the bug.
=
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 98664] Fragment shader while loop causes geometry corruption
Date: Thu, 17 Nov 2016 21:57:09 +0000
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--- Comment #14 from Nicolai H=C3=A4hnle ---
I suspect the reason that the blob drivers do it this way is that if you do=
n't,
you're likely to hit a subtle bug with emit inside control flow. And making=
the
effort to exploit the undefined-ness probably pays off very rarely, so... I=
'm
about to send out a patch to mesa-dev that might explain this better. In any
case, the shader still did the wrong thing according to the spec :)
--=20
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Commen=
t # 14
on bug 98664<=
/a>
from Nicolai H=C3=A4hnle
I suspect the reason that the blob drivers do it this way is t=
hat if you don't,
you're likely to hit a subtle bug with emit inside control flow. And making=
the
effort to exploit the undefined-ness probably pays off very rarely, so... I=
'm
about to send out a patch to mesa-dev that might explain this better. In any
case, the shader still did the wrong thing according to the spec :)
You are receiving this mail because:
- You are the assignee for the bug.
=
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 98664] Fragment shader while loop causes geometry corruption
Date: Thu, 17 Nov 2016 22:34:55 +0000
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--- Comment #15 from Jakob Bornecrantz ---
(In reply to Nicolai H=C3=A4hnle from comment #14)
> I suspect the reason that the blob drivers do it this way is that if you
> don't, you're likely to hit a subtle bug with emit inside control flow. A=
nd
> making the effort to exploit the undefined-ness probably pays off very
> rarely, so... I'm about to send out a patch to mesa-dev that might explain
> this better. In any case, the shader still did the wrong thing according =
to
> the spec :)
Following the spec fixed the problems I was seeing, thanks! It slightly slo=
wer
then on Windows, but within the same magnitude.
Cheers, Jakob.
--=20
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You are the assignee for the bug.=
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Commen=
t # 15
on bug 98664<=
/a>
from Jakob Bornecrantz
(In reply to Nicolai H=C3=A4hnle from comment #14)
> I suspect the reason that the blob drivers do it=
this way is that if you
> don't, you're likely to hit a subtle bug with emit inside control flow=
. And
> making the effort to exploit the undefined-ness probably pays off very
> rarely, so... I'm about to send out a patch to mesa-dev that might exp=
lain
> this better. In any case, the shader still did the wrong thing accordi=
ng to
> the spec :)
Following the spec fixed the problems I was seeing, thanks! It slightly slo=
wer
then on Windows, but within the same magnitude.
Cheers, Jakob.
You are receiving this mail because:
- You are the assignee for the bug.
=
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 98664] Fragment shader while loop causes geometry corruption
Date: Fri, 18 Nov 2016 21:51:01 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=3D98664
--- Comment #16 from Roland Scheidegger ---
(In reply to Nicolai H=C3=A4hnle from comment #14)
> I suspect the reason that the blob drivers do it this way is that if you
> don't, you're likely to hit a subtle bug with emit inside control flow. A=
nd
> making the effort to exploit the undefined-ness probably pays off very
> rarely, so...
Also, you can do this with dx10, so app developers porting things are somew=
hat
likely to get it wrong (I suppose that's similar to other such subtle issues
like discard killing your derivatives if you have per-pixel control flow wi=
th
gl, but not with dx10).
At least I think so from the description of emit:
https://msdn.microsoft.com/en-us/library/windows/desktop/hh447053(v=3Dvs.85=
).aspx
"emit causes all declared o# registers to be read out of the Geometry Shade=
r to
generate a vertex." Doesn't say explicitly the registers are still valid
afterwards, but since reading a register usually doesn't nuke the value, the
reg getting undefined would be a side-effect which should have been
mentioned...
--=20
You are receiving this mail because:
You are the assignee for the bug.=
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Date: Fri, 18 Nov 2016 21:51:01 +0000
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X-Bugzilla-URL: http://bugs.freedesktop.org/
Auto-Submitted: auto-generated
Commen=
t # 16
on bug 98664<=
/a>
from Roland Scheidegger
(In reply to Nicolai H=C3=A4hnle from comment #14)
> I suspect the reason that the blob drivers do it=
this way is that if you
> don't, you're likely to hit a subtle bug with emit inside control flow=
. And
> making the effort to exploit the undefined-ness probably pays off very
> rarely, so...
Also, you can do this with dx10, so app developers porting things are somew=
hat
likely to get it wrong (I suppose that's similar to other such subtle issues
like discard killing your derivatives if you have per-pixel control flow wi=
th
gl, but not with dx10).
At least I think so from the description of emit:
https://msdn.microsoft.com/en-us/library/windows/desktop=
/hh447053(v=3Dvs.85).aspx
"emit causes all declared o# registers to be read out of the Geometry =
Shader to
generate a vertex." Doesn't say explicitly the registers are still val=
id
afterwards, but since reading a register usually doesn't nuke the value, the
reg getting undefined would be a side-effect which should have been
mentioned...
You are receiving this mail because:
- You are the assignee for the bug.
=
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