[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


--- 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:


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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