[Bug 95005] Unreal engine demos segfault after shader compilation error with OpenGL 4.3

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Mon Apr 18 23:14:05 UTC 2016


https://bugs.freedesktop.org/show_bug.cgi?id=95005

--- Comment #4 from Ian Romanick <idr at freedesktop.org> ---
Hmm... I think the shader may be correct.  Section 4.1.8 (Structures) of the
GLSL 1.40 and later specs say (emphasis mine):

    "...where name becomes the user-defined type, and can be used to declare
    variables to be of this new type. The name shares the same name space as
    other variables, types, and functions. *All previously visible variables,
    types, constructors, or functions with that name are hidden.*"

Based on this, the second TEXCOORD0 should "shadow" the first.

It's worth noting that the GLSL 1.30 spec says:

    "...where name becomes the user-defined type, and can be used to declare
    variables to be of this new type. The name shares the same name space as
    other variables, types, and functions, with the same scoping rules."

I have no recollection why this change was made.  I could find nothing in the
1.40 spec to explain the change.  I believe Mesa implements the GLSL 1.30 rule
in all GLSL versions.

Curiously, all versions of GLSL ES contain the GLSL 1.40 language.

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