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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - ir_variable has maximum access out of bounds -- but it's not out of bounds"
href="https://bugs.freedesktop.org/show_bug.cgi?id=109532#c24">Comment # 24</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - ir_variable has maximum access out of bounds -- but it's not out of bounds"
href="https://bugs.freedesktop.org/show_bug.cgi?id=109532">bug 109532</a>
from <span class="vcard"><a class="email" href="mailto:imirkin@alum.mit.edu" title="Ilia Mirkin <imirkin@alum.mit.edu>"> <span class="fn">Ilia Mirkin</span></a>
</span></b>
<pre>"""
But according to next comment it should be 0 because of the BlockB[0] was
optimized
and there is the BlockB[1] only:
/* The ARB_shading_language_420pack spec says:
*
* If the binding identifier is used with a uniform block instanced as
* an array then the first element of the array takes the specified
* block binding and each subsequent element takes the next consecutive
* uniform block binding point.
*/
"""
I don't think that's enough justification for the "mesa" way of doing it.
Whether a block is eliminated or not is not specified by GLSL spec. Would be
good to get some more experienced opinions on this. [Not mine...]</pre>
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