[Mesa-dev] [PATCH 2/2] mesa: fix GetProgramiv/GetActiveAttrib regression
tapani.palli at intel.com
Mon Oct 5 00:47:13 PDT 2015
On 10/05/2015 10:38 AM, Ilia Mirkin wrote:
> On Mon, Oct 5, 2015 at 3:33 AM, Tapani Pälli <tapani.palli at intel.com> wrote:
>> On 10/05/2015 10:21 AM, Ilia Mirkin wrote:
>>> On Mon, Oct 5, 2015 at 3:14 AM, Tapani Pälli <tapani.palli at intel.com>
>>>> Commit 4639cea2921669527eb43dcb49724c05afb27e8e added packed varyings
>>>> as part of program resource list. We need to take this to account with
>>>> all functions dealing with active input attributes.
>>> Don't you have this same problem with output attributes as well? Is
>>> the situation here that the packed varying pass adds its own varyings
>>> on top of the usual ones, and so things were getting (essentially)
>> As far as I see the problem is only with active attribute variables,
>> glGetActiveAttrib used to take in to account all resources with input type
>> (as it was just calling _mesa_program_resource_find_index). Now it
>> explicitly checks that varyings are not counted as active attribute
>> For querying outputs via program resource queries I don't see any
>> regressions on the current tests so I'm not convinced there is such problem.
>> For fragment shader outputs there is a problem but I consider it separate
>> from this. Mesa lowers fragment output array as series of variables like
>> 'gl_out_FragData0, gl_out_FragData1 ..' while user expects there to be
>> 'array, array ..' and query for array does not match
>> gl_out_FragData0. This one I was planning to tackle next.
> Oh, well fragment shader outputs don't get packed, so that's not an
> issue. There's no way to query the inter-stage stuff? Then what does
> this have to do with packing in the first place? Not like vertex
> attributes can get packed either...
There exists issue with fragment shader outputs but it is separate (like
I mentioned above).
This patch and problem is about input attributes, previous version of
the query for these was stepping over all available inputs in resource
list including those varyings that are inputs for output shader stage. I
hope this clears the issue (?)
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