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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - GL 3.0 compatibility context exposes GL_ARB_compute_shader"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97447#c6">Comment # 6</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - GL 3.0 compatibility context exposes GL_ARB_compute_shader"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97447">bug 97447</a>
from <span class="vcard"><a class="email" href="mailto:evan@techsoft3d.com" title="Evan Odabashian <evan@techsoft3d.com>"> <span class="fn">Evan Odabashian</span></a>
</span></b>
<pre>For what it's worth, I started looking at the actual errors I was getting from
my shader to see if it could in fact work.
Enabling #extension GL_ARB_shader_image_load_store cleans up the first error
and leaves me with this:
0:140(24): error: local_size_x qualifier requires GLSL 4.30 or GLSL ES 3.10 or
ARB_compute_shader
Enabling #extension GL_ARB_compute_shader (which seems like a strange thing to
have to do in a compute shader, also the spec make so mention of this directive
existing) actually gets the glCompile call to succeed. Upon linking the program
though I get these errors:
error: Too many compute shader texture samplers
error: Too many compute shader image uniforms (1 > 0)
(this shader has one image and one sampler)
Querying MAX_COMPUTE_TEXTURE_IMAGE_UNITS and MAX_COMPUTE_IMAGE_UNIFORMS both
return 0 on this context, while the ARB_compute_shader spec says the minimum
values for these should be 16 and 8 respectively.
I don't think the issue here is whether a compatibility context is allowed to
support ARB_compute_shader (many do on Windows) but whether this particular 3.0
context really intended to expose it or if it was leaking out by accident,
right?
Evan</pre>
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