[Mesa-dev] [PATCH 1/5] intel gen4/5: fix GL_VERTEX_PROGRAM_TWO_SIDE.
Olivier Galibert
galibert at pobox.com
Tue Jul 17 01:57:57 PDT 2012
On Mon, Jul 16, 2012 at 08:43:17PM -0700, Paul Berry wrote:
> Also, I'm not convinced that #3 is necessary. Is there something in the
> spec that dictates this behaviour? My reading of the spec is that if the
> vertex shader writes to gl_BackColor but not glFrontColor, then the
> contents of gl_Color in the fragment shader is undefined.
Oh, I remember why I did that in the first place. All the front/back
piglit tests only write the appropriate color slot and not the other
one.
The language is annoying:
The following built-in vertex output variables are available, but deprecated. A particular one should be
written to if any functionality in a corresponding fragment shader or fixed pipeline uses it or state derived
from it. Otherwise, behavior is undefined.
out vec4 gl_FrontColor;
out vec4 gl_BackColor;
out vec4 gl_FrontSecondaryColor;
out vec4 gl_BackSecondaryColor;
[...]
One could argue that you don't "use" gl_FrontColor if all your
polygons are back-facing. Dunno. Do you consider all of the twoside
piglit tests buggy? We can fix *that*.
OG.
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