Commit 4677a5f7 by Nicolas Capens

Fixed initializing the 'leave' enable mask on every shader iteration.

parent b5e7a2a0
......@@ -3781,6 +3781,11 @@ namespace sw
r.enableIndex = 0;
r.stackIndex = 0;
if(shader->containsLeaveInstruction())
{
r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
bool out[4][4] = {false};
// Create all call site return blocks up front
......
......@@ -66,11 +66,6 @@ namespace sw
enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
if(shader && shader->containsLeaveInstruction())
{
enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
occlusion = 0;
#if PERF_PROFILE
......
......@@ -70,6 +70,11 @@ namespace sw
r.enableIndex = 0;
r.stackIndex = 0;
if(shader->containsLeaveInstruction())
{
r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
// Create all call site return blocks up front
for(int i = 0; i < shader->getLength(); i++)
{
......
......@@ -41,11 +41,6 @@ namespace sw
{
enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
if(shader && shader->containsLeaveInstruction())
{
enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
}
Pointer<Byte> data;
......
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