Summary: | [glsl2] fail to link uniform array with identical initializer across 2 shaders | ||
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Product: | Mesa | Reporter: | zhao jian <jian.j.zhao> |
Component: | Mesa core | Assignee: | Ian Romanick <idr> |
Status: | VERIFIED FIXED | QA Contact: | |
Severity: | major | ||
Priority: | high | CC: | chadversary, kenneth |
Version: | unspecified | ||
Hardware: | x86 (IA32) | ||
OS: | Linux (All) | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Attachments: |
glsl uniform array in vertext and fragment shader
glsl uniform array in vertext and fragment shader |
Description
zhao jian
2010-11-01 01:13:05 UTC
Created attachment 39943 [details]
glsl uniform array in vertext and fragment shader
And the GLSL spec 1.20 and 1.40 all had a section of uniform saying this: "The uniform qualifier can be used with any of the basic data types, or when declaring a variable whose type is a structure, or an array of any of these.If multiple shaders are linked together, then they will share a single global uniform name space. Hence,the types and initializers of uniform variables with the same name must match across all shaders that are linked into a single executable. It is legal for some shaders to provide an initializer for a particular uniform variable, while another shader does not, but all provided initializers must be equal." Comment on attachment 39943 [details]
glsl uniform array in vertext and fragment shader
There is a typo in it.
Created attachment 39972 [details]
glsl uniform array in vertext and fragment shader
I've committed the attachment id=39972 to piglit. Suggesting this as higher priority. It impacts many of our testcases so it will be good to get fixed first. Fixed in Mesa commit b381eff1411dea5b9e0c9fbc8641a8760052b2eb. Changing status to RESOLVED/FIXED. (In reply to comment #7) > Fixed in Mesa commit b381eff1411dea5b9e0c9fbc8641a8760052b2eb. > Changing status to RESOLVED/FIXED. Yes. It was fixed by Mesa commit b381eff1411dea5b9e0c9fbc8641a8760052b2eb. verified. |
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