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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - [IVB/HSW] ogl-samples: gl-320-draw-instanced failure"
href="https://bugs.freedesktop.org/show_bug.cgi?id=76391#c1">Comment # 1</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - [IVB/HSW] ogl-samples: gl-320-draw-instanced failure"
href="https://bugs.freedesktop.org/show_bug.cgi?id=76391">bug 76391</a>
from <span class="vcard"><a class="email" href="mailto:kenneth@whitecape.org" title="Kenneth Graunke <kenneth@whitecape.org>"> <span class="fn">Kenneth Graunke</span></a>
</span></b>
<pre>Did a bit of digging here:
The vertex shader contains code to override the default qualifiers for uniform
blocks.
layout(std140, column_major) uniform;
However, the fragment shader does not.
So, when we compile the vertex shader, the uniform blocks get packing set to
GLSL_INTERFACE_PACKING_STD140. However, when we compile the fragment shader,
they get packing set to GLSL_INTERFACE_PACKING_SHARED. This information is
captured in the types, so the two shaders get different glsl_types for the
otherwise identical interfaces, and interstage_match() rejects the shaders.
Anyway, that's what's going on. I haven't looked at specs to determine whether
we have a bug, or the demo has a bug.</pre>
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