[Mesa-dev] [Bug 96765] BindFragDataLocationIndexed on array fragment shader output.
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Wed Jul 6 01:19:07 UTC 2016
https://bugs.freedesktop.org/show_bug.cgi?id=96765
--- Comment #1 from Ilia Mirkin <imirkin at alum.mit.edu> ---
Are you sure that's correct? It's unclear from the spec that you should be able
to set arbitrary array indices' frag data locations/index values. Your test
case works with:
diff --git a/blend_func_extended_array/Main.cpp
b/blend_func_extended_array/Main.cpp
index 5718d0f..31217ee 100644
--- a/blend_func_extended_array/Main.cpp
+++ b/blend_func_extended_array/Main.cpp
@@ -29,8 +29,8 @@ class BlendFuncExtendedArray : public GLFWApp {
})";
mProgram = CompileProgramStuffBeforeLink(vs, fs, [](GLuint
program){
- glBindFragDataLocationIndexed(program, 0, 0, "FragData[0]");
- glBindFragDataLocationIndexed(program, 0, 1,
"SecondaryFragData[0]");
+ glBindFragDataLocationIndexed(program, 0, 0, "FragData");
+ glBindFragDataLocationIndexed(program, 0, 1,
"SecondaryFragData");
});
std::cout << "Location of FragData, should be 0: " <<
glGetFragDataLocation(mProgram, "FragData[0]") << std::endl;
std::cout << "Index of FragData, should be 0: " <<
glGetFragDataIndex(mProgram, "FragData[0]") << std::endl;
Note that it's still arrays in the glsl.
Does this work with other drivers? If so, which ones?
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