https://bugs.freedesktop.org/show_bug.cgi?id=89069
--- Comment #25 from Daniel Scharrer daniel@constexpr.org --- (In reply to Marek Olšák from comment #24)
I don't understand.
Since setting the unsafe-fp-math attribute just for vertex shaders or just for fragment shaders was both enough to trigger the bug (break grass and hide the GPU faults), I was just wondering if setting that attribute on one of the shader stages somehow also affected the optimization passes and/or codegen for the other shader stages.
Shaders are whole programs. The OpenGL program object has no meaning to gallium drivers.
I'm really not that familiar with the Mesa / Gallium internals, so thanks for clearing that up.