Closed GoogleCodeExporter closed 9 years ago
It appears to be caused, at least in part, by r1162. This is the revision that
returns things to be rendered upside-down again with a vertical flip on
glSwapBuffers.
The odd thing is that this patch should actually simplify the shaders a bit due
to not having to flip the texture coordinates, so it should in theory be less
likely to run out of registers during compilation (error X4505). Interestingly
the optimization level also doesn't seem to matter.
I suspect that perhaps the texture coordinate flipping makes the HLSL compiler
treat loops differently due to not using the input registers directly. I'll
have a look at the assembly code that gets generated to see what's going on...
Original comment by nicolas....@gmail.com
on 2 Oct 2012 at 3:13
Can we close this with the work around that Al added in r1289?
Original comment by dan...@transgaming.com
on 9 Oct 2012 at 12:56
Yes, let's do that.
Original comment by kbr@chromium.org
on 9 Oct 2012 at 5:49
Original issue reported on code.google.com by
kbr@chromium.org
on 29 Sep 2012 at 1:32