Bug 101941

Summary: Getting different output depending on attribute declaration order
Product: Mesa Reporter: Neha Bhende <bhenden>
Component: glsl-compilerAssignee: mesa-dev
Status: RESOLVED FIXED QA Contact: Intel 3D Bugs Mailing List <intel-3d-bugs>
Severity: major    
Priority: medium    
Version: git   
Hardware: All   
OS: Linux (All)   
Whiteboard:
i915 platform: i915 features:

Description Neha Bhende 2017-07-27 05:31:56 UTC
I am getting different results depending on attribute order. 

For example, in piglit test gl-2.0-vertex-const-attr, vertex shader has attribute order as
        "attribute vec2 vertex; \n"
        "attribute vec4 attr; \n" 

If I modified it to 
        "attribute vec4 attr; \n"
        "attribute vec2 vertex; \n"

I am getting wrong results. If I bind attributes to particular location using glBindAttribLocation call then it works fine. If I use glGetAttribLocation to get corresponding attribute location, then it gives wrong results.
Comment 1 Brian Paul 2017-08-18 19:04:32 UTC
Just for reference, I think this is related to bug 44217.
Comment 2 Brian Paul 2017-08-24 15:12:04 UTC
Fixed with commit fe2f5cfdc7439cbe481d4bea393b46395967a8a3

Use of freedesktop.org services, including Bugzilla, is subject to our Code of Conduct. How we collect and use information is described in our Privacy Policy.