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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [OpenGL CTS] Multiple crashes in enhanced layout tests due to incorrect vue setup"
href="https://bugs.freedesktop.org/show_bug.cgi?id=102855#c2">Comment # 2</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [OpenGL CTS] Multiple crashes in enhanced layout tests due to incorrect vue setup"
href="https://bugs.freedesktop.org/show_bug.cgi?id=102855">bug 102855</a>
from <span class="vcard"><a class="email" href="mailto:itoral@igalia.com" title="Iago Toral <itoral@igalia.com>"> <span class="fn">Iago Toral</span></a>
</span></b>
<pre>(In reply to Kenneth Graunke from <a href="show_bug.cgi?id=102855#c1">comment #1</a>)
<span class="quote">> The problem seems to be that FS inputs / SF outputs go beyond 32, which is
> the limit imposed by the SF attribute index.</span >
I see, for some reason I always thought that was a limitation for the entire
pipeline and not just the FS inputs... good to know.
<span class="quote">> I think we can use URB Entry Read Offset to work around this...currently we
> hardcode it to 0 or 1...but we could probably skip over a few more. In
> particular, we have clip distance in the VUE slots, but the FS shouldn't
> care, which gives us 2 more slots (1 offset)...</span >
Yes, that's a good point... it may just be enough to make the tests pass
although it is still not a proper fix. I'll give it a try and comment on the
results.
<span class="quote">> We'd still run into problems if someone tries to use an explicit max
> location and read gl_ViewportIndex / gl_LayerID in the FS, but...that's at
> least much less common of a bug.</span >
Yeah... it is not ideal but maybe it is unlikely that real applications would
run into this issue anyway. If this is enough to make the tests happy I guess
we can wait to see if we get bug reports to decide if we need to take more
actions.
Thanks for the quick feedback Ken!</pre>
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