Bug 101941 - Getting different output depending on attribute declaration order
Summary: Getting different output depending on attribute declaration order
Alias: None
Product: Mesa
Classification: Unclassified
Component: glsl-compiler (show other bugs)
Version: git
Hardware: All Linux (All)
: medium major
Assignee: mesa-dev
QA Contact: Intel 3D Bugs Mailing List
Depends on:
Reported: 2017-07-27 05:31 UTC by Neha Bhende
Modified: 2017-08-24 15:12 UTC (History)
0 users

See Also:
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

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