[Mesa-dev] [Bug 101378] interpolateAtSample check for input parameter is too strict

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Sun Sep 24 06:45:55 UTC 2017


https://bugs.freedesktop.org/show_bug.cgi?id=101378

Matias N. Goldberg <dark_sylinc at yahoo.com.ar> changed:

           What    |Removed                     |Added
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                 CC|                            |dark_sylinc at yahoo.com.ar

--- Comment #4 from Matias N. Goldberg <dark_sylinc at yahoo.com.ar> ---
+1 to this bug.

I just hit it after our refactor allowed our OpenGL backend to use more
advanced MSAA functionalities.

Our code in question (heavily cut):
in block
{
        flat uint drawId;

        vec3 pos;
        vec3 normal;

        vec2 uv0;

        vec4 posL0;
        vec4 posL1;
        vec4 posL2;
        float depth;
        float2 zwDepth;
} inPs;

vec2 pixelDepthZW;
pixelDepthZW = interpolateAtSample( inPs.zwDepth, 0 );

Mesa complains this is invalid (error: parameter `interpolant` must be a shader
input), though to the best of my knowledge, it should be. AMD Windows drivers
accept this fine, Windows propietary drivers only complain if I write
interpolateAtSample( inPs.zwDepth.y, 0 ) which I was surprised to learn the
spec kind of disallows it.

I'm glad someone already reported it.

I'm using git 57c8ead0cd

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