https://bugs.freedesktop.org/show_bug.cgi?id=32271

--- Comment #3 from Ian Romanick <i...@freedesktop.org> 2010-12-10 13:42:47 PST 
---
(In reply to comment #2)
> I wonder if lowering DDX/DDY to SFL makes any difference compared to using a
> shader that outputs (0,0,0,1).

The lowering pass I was referring to would happen long before the Mesa IR
level.  At that point there is no SFL instruction.  We'd just replace the
ir_unop_dFdx and ir_unop_dFdy expressions with constants of 0 in the
appropriate type.  Backends (e.g., ir_to_mesa) can convert these constants to
whatever is appropriate.  This way backends for GPUs that can't handle these
operations will never even see them.  That is, after all, the whole point of
the various lowering passes in the GLSL compiler. :)

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