[Mesa-dev] [Bug 96765] BindFragDataLocationIndexed on array fragment shader output.
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Wed Jul 6 19:52:19 UTC 2016
https://bugs.freedesktop.org/show_bug.cgi?id=96765
--- Comment #6 from Ilia Mirkin <imirkin at alum.mit.edu> ---
Oh, actually it should work now with the patch I pushed out last night but
failed to mention, since it wasn't addressing the array issue. Double-checked
on i965:
https://cgit.freedesktop.org/mesa/mesa/commit/?id=a37e46323c7e18bec4160f2f66847c10b7041dc1
commit a37e46323c7e18bec4160f2f66847c10b7041dc1
Author: Ilia Mirkin <imirkin at alum.mit.edu>
Date: Fri Jul 1 19:10:36 2016 -0400
glsl: don't try to lower non-gl builtins as if they were gl_FragData
If a shader has an output array, it will get treated as though it were
gl_FragData and rewritten into gl_out_FragData instances. We only want
this to happen on the actual gl_FragData and not everything else.
This is a small part of the problem pointed out by the below bug.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96765
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak at amd.com>
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
Cc: "11.2 12.0" <mesa-stable at lists.freedesktop.org>
[BTW, your repo appears to have obtained a bug where you try to do
glGetString(GL_EXTENSIONS) and die when it's not there -- you're supposed to
use glGetStringi(GL_EXTENSIONS) in core contexts.]
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