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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - BindFragDataLocationIndexed on array fragment shader output."
href="https://bugs.freedesktop.org/show_bug.cgi?id=96765#c6">Comment # 6</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - BindFragDataLocationIndexed on array fragment shader output."
href="https://bugs.freedesktop.org/show_bug.cgi?id=96765">bug 96765</a>
from <span class="vcard"><a class="email" href="mailto:imirkin@alum.mit.edu" title="Ilia Mirkin <imirkin@alum.mit.edu>"> <span class="fn">Ilia Mirkin</span></a>
</span></b>
<pre>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:
<a href="https://cgit.freedesktop.org/mesa/mesa/commit/?id=a37e46323c7e18bec4160f2f66847c10b7041dc1">https://cgit.freedesktop.org/mesa/mesa/commit/?id=a37e46323c7e18bec4160f2f66847c10b7041dc1</a>
commit a37e46323c7e18bec4160f2f66847c10b7041dc1
Author: Ilia Mirkin <<a href="mailto:imirkin@alum.mit.edu">imirkin@alum.mit.edu</a>>
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: <a class="bz_bug_link
bz_status_NEW "
title="NEW - BindFragDataLocationIndexed on array fragment shader output."
href="show_bug.cgi?id=96765">https://bugs.freedesktop.org/show_bug.cgi?id=96765</a>
Signed-off-by: Ilia Mirkin <<a href="mailto:imirkin@alum.mit.edu">imirkin@alum.mit.edu</a>>
Reviewed-by: Marek Olšák <<a href="mailto:marek.olsak@amd.com">marek.olsak@amd.com</a>>
Reviewed-by: Kenneth Graunke <<a href="mailto:kenneth@whitecape.org">kenneth@whitecape.org</a>>
Cc: "11.2 12.0" <<a href="mailto:mesa-stable@lists.freedesktop.org">mesa-stable@lists.freedesktop.org</a>>
[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.]</pre>
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