[Mesa-dev] [Bug 96765] BindFragDataLocationIndexed on array fragment shader output.
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Thu Jul 7 00:23:50 UTC 2016
https://bugs.freedesktop.org/show_bug.cgi?id=96765
--- Comment #8 from Ilia Mirkin <imirkin at alum.mit.edu> ---
https://patchwork.freedesktop.org/patch/97464/
This patch should also fix it for the [0] names. I chose to implement it as a
fallback thing, so if you have foo and foo[0] set, foo will always get picked,
no matter which was set first.
If I stripped the [0]'s at bind time, one might run into the issue of a
out vec4 foo;
shader (which, as the spec says, can be added after the binding is done on the
program), and someone doing a bind on both foo and foo[0], and it'd be awkward
for the foo[0] to win out in that case.
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