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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - [IVB/HSW] ogl-samples: gl-320-primitive-shading render error (missing all colors)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=76394#c3">Comment # 3</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - [IVB/HSW] ogl-samples: gl-320-primitive-shading render error (missing all colors)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=76394">bug 76394</a>
from <span class="vcard"><a class="email" href="mailto:itoral@igalia.com" title="Iago Toral <itoral@igalia.com>"> <span class="fn">Iago Toral</span></a>
</span></b>
<pre>Debugging the code in src/glsl/ir_set_program_inouts.cpp reveals the conflict
happens because the in Color variable in the geometry shader is incorrectly
considered an output variable.
In this instruction:
Out.Color = In[i].Color;
In[i].Color is not identified as 'ir_var_shader_in' but as 'ir_var_shader_out'
instead, which then leads to follow a different (incorrect) code path in
ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir).</pre>
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