Bug 98136

Summary: dEQP prohibits varying structs of arrays (and vice versa)?
Product: Mesa Reporter: Kenneth Graunke <kenneth>
Component: glsl-compilerAssignee: Kenneth Graunke <kenneth>
Status: RESOLVED FIXED QA Contact: Intel 3D Bugs Mailing List <intel-3d-bugs>
Severity: normal    
Priority: medium    
Version: git   
Hardware: Other   
OS: All   
i915 platform: i915 features:
Bug Depends on:    
Bug Blocks: 94448    

Description Kenneth Graunke 2016-10-07 00:45:35 UTC

gripe about patch-qualified arrays of structs or structs of arrays.  I think patch qualification is a red herring, and this is just about disallowing nested array/struct varyings in ES.

I don't remember the rules here.  Need to sort it out and either fix the tests and close as NOTOURBUG, or go add extra restrictions.

Maybe we already do and we're just failing to apply them to patch variables...
Comment 1 Kenneth Graunke 2017-01-02 11:33:52 UTC
This was our bug.  Easy fix:

Comment 2 Kenneth Graunke 2017-01-02 22:13:02 UTC
Fixed on master by:

commit bc7f1eddbdefaf8f6c094668d6218df61cb6113f
Author: Kenneth Graunke <kenneth@whitecape.org>
Date:   Mon Jan 2 02:56:52 2017 -0800

    glsl: Update ES 3.2 shader output restrictions.
    This disallows fancy varyings in tessellation and geometry shaders,
    as required by ES 3.2.
    (Not a candidate for stable branches as it only disallows things which
    should be working as desktop GL allows them.)
    v2: Update error messages to not say "vertex shader" (caught by Iago).
    Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
    Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>

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