[Bug 93650] GL_ARB_separate_shader_objects is buggy (PCSX2)
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Wed Jan 20 07:19:27 PST 2016
https://bugs.freedesktop.org/show_bug.cgi?id=93650
--- Comment #1 from Ilia Mirkin <imirkin at alum.mit.edu> ---
in SHADER
{
vec4 t;
vec4 c;
flat vec4 fc;
} GSin[];
decl_var shader_in INTERP_QUALIFIER_FLAT vec4[2] c (VARYING_SLOT_VAR0, 26)
decl_var shader_in INTERP_QUALIFIER_FLAT vec4[2] fc (VARYING_SLOT_VAR2, 28)
decl_var shader_in INTERP_QUALIFIER_FLAT vec4[2] t (VARYING_SLOT_VAR4, 30)
I would have expected these to be packed tightly. At the end you end up with
GS Input VUE map (7 slots, SSO)
[0] VARYING_SLOT_PSIZ
[1] VARYING_SLOT_POS
[2] VARYING_SLOT_VAR0
[3] BRW_VARYING_SLOT_PAD
[4] VARYING_SLOT_VAR2
[5] BRW_VARYING_SLOT_PAD
[6] VARYING_SLOT_VAR4
I believe the matching VS shader has
out SHADER
{
vec4 t;
vec4 c;
flat vec4 fc;
} VSout;
and at the end prints
VS Output VUE map (5 slots, SSO)
[0] VARYING_SLOT_PSIZ
[1] VARYING_SLOT_POS
[2] VARYING_SLOT_VAR0
[3] VARYING_SLOT_VAR1
[4] VARYING_SLOT_VAR2
which makes sense. I think the issue is that glsl_to_nir (or a higher level) is
treating the interface array as actually multiple VAR slots instead of one
each.
Unfortunately the trace requires ARB_shader_image_load_store so I can't test
with other mesa-based drivers.
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