Summary: | GLSL Regression: Shader with unused slots in gl_TexCoord array rejected due to too many varyings | ||
---|---|---|---|
Product: | Mesa | Reporter: | Tom Stellard <tstellar> |
Component: | glsl-compiler | Assignee: | Ian Romanick <idr> |
Status: | RESOLVED DUPLICATE | QA Contact: | |
Severity: | normal | ||
Priority: | medium | ||
Version: | git | ||
Hardware: | Other | ||
OS: | All | ||
Whiteboard: | |||
i915 platform: | i915 features: |
Description
Tom Stellard
2011-11-20 09:33:42 UTC
This is correct behavior. The shader is broken. From page 74 of the GLSL 1.30 spec: "As with all arrays, indices used to subscript gl_TexCoord (deprecated) must either be an integral constant expressions, or this array must be re-declared by the shader with a size. The size can be at most gl_MaxTextureCoords. Using indexes close to 0 may aid the implementation in preserving varying resources." My guess is that the real problem with this shader is that the other varyings are not packed according to the GLSL requirements. Since there's already a bug for that, I'm closing this as a dup. *** This bug has been marked as a duplicate of bug 34201 *** |
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