[Bug 74819] New: Using a shared global uniform struct in both vertex and fragment shader prevents the program from linking
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Mon Feb 10 18:38:58 PST 2014
https://bugs.freedesktop.org/show_bug.cgi?id=74819
Priority: medium
Bug ID: 74819
Assignee: idr at freedesktop.org
Summary: Using a shared global uniform struct in both vertex
and fragment shader prevents the program from linking
QA Contact: intel-3d-bugs at lists.freedesktop.org
Severity: normal
Classification: Unclassified
OS: All
Reporter: arseny.kapoulkine at gmail.com
Hardware: Other
Status: NEW
Version: unspecified
Component: glsl-compiler
Product: Mesa
Created attachment 93822
--> https://bugs.freedesktop.org/attachment.cgi?id=93822&action=edit
Patch for glsl/linker.cpp that fixes the issue
The GLSL specification says that it's valid to have a global that's using a
structure in both vertex and fragment shader, as long as the structure
definition (name, field names and field types) matches.
Mesa GLSL linker does not do this analysis and instead just flags this as an
error in cross_validate_globals.
Additionally, the spec allows global explicitly sized arrays with the same
name; looks like this case is not handled as well.
I'm attaching a patch that resolves this by verifying that struct/array
field/order matches before giving the error.
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