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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#c15">Comment # 15</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 Jordan Justen from <a href="show_bug.cgi?id=97447#c14">comment #14</a>)
<span class="quote">> (In reply to Evan Odabashian from <a href="show_bug.cgi?id=97447#c13">comment #13</a>)
> > (In reply to Matt Turner from <a href="show_bug.cgi?id=97447#c12">comment #12</a>)
> > > (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?
> >
> > 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.
>
> I'll send a patch to mesa-dev. Can you test it Evan?</span >
Just tried it out, seems to work fine with my test case.</pre>
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