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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#c13">Comment # 13</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:eodabash@gmail.com" title="Evan Odabashian <eodabash@gmail.com>"> <span class="fn">Evan Odabashian</span></a>
</span></b>
<pre>(In reply to Matt Turner from <a href="show_bug.cgi?id=97447#c12">comment #12</a>)
<span class="quote">> (In reply to Evan Odabashian from <a href="show_bug.cgi?id=97447#c6">comment #6</a>)
> > 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.
>
> To confirm, there *is* still a bug here, and this is it. Right?</span >
Yes there is still a bug I would say, and from a user perspective the problem
is those 0 counts for max image units and texture uniforms. I can't really
speak to what else might need to happen under the hood, except that forcing
'stage_exists[MESA_SHADER_COMPUTE] = true' seemed to get everything working for
me.</pre>
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