Bug 10908 - GLSL: gl_FogParamaters gl_Fog built-in uniform not functioning
Summary: GLSL: gl_FogParamaters gl_Fog built-in uniform not functioning
Status: RESOLVED FIXED
Alias: None
Product: Mesa
Classification: Unclassified
Component: Mesa core (show other bugs)
Version: git
Hardware: All All
: medium minor
Assignee: mesa-dev
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Depends on:
Blocks: 29044
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Reported: 2007-05-10 13:27 UTC by James Burns
Modified: 2010-08-25 16:59 UTC (History)
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Attachments
Test program desmontrating issue (26.45 KB, text/plain)
2007-05-11 08:42 UTC, James Burns
Details

Description James Burns 2007-05-10 13:27:07 UTC
The entire gl_Fog structure does not seem to be filled out in sample frag shader.  Same shader does have data filled out using NVidia driver.
Comment 1 Brian Paul 2007-05-10 13:58:04 UTC
Hmmm, I don't see anything obviously broken and my glean test for the gl_Fog uniforms passes.  Can you be more specific, or provide a test shader?
Comment 2 James Burns 2007-05-11 08:42:08 UTC
Created attachment 9930 [details]
Test program desmontrating issue

This source is not exactly representative of my application where the problem is taking place.  (I'm a developer of a multispectral scene generator, layered on top of OpenSceneGraph and OSMesa.)  I have attempted to take some other sample application and replicate what I am seeing in my application.   It is possible that I have made an OpenGL faux pax here in the process of tossing this together....  The main issue is whether the gl_Fog structure is getting filled out by Mesa.  I've got a couple of cases where I try to set frag color (gl_FragColor) to be either fog density or fog color.  Neither seems to work.
Comment 3 James Burns 2007-05-11 08:59:22 UTC
(In reply to comment #1)
> Hmmm, I don't see anything obviously broken and my glean test for the gl_Fog
> uniforms passes.  Can you be more specific, or provide a test shader?
> 

Whatever is wrong (Mesa or my application...) - The symptom I see is that the gl_Fog structure is filled with zeros instead of the fog description passed down with glFogXXX calls.
Comment 4 Brian Paul 2007-05-11 14:21:09 UTC
You can omit this line from your fragment shader:

uniform gl_FogParameters gl_Fog;

The built-in uniforms are pre-declared; you don't have to declare them.

Anyway, when that line is included we're hitting a bug in Mesa.  I'll see about fixing that.
Comment 5 James Burns 2007-05-14 07:50:05 UTC
(In reply to comment #4)
> You can omit this line from your fragment shader:
> 
> uniform gl_FogParameters gl_Fog;
> 
> The built-in uniforms are pre-declared; you don't have to declare them.
> 
> Anyway, when that line is included we're hitting a bug in Mesa.  I'll see about
> fixing that.
> 


Thanks for pointing out that I could press forward by removing the declaration.
Comment 6 Ian Romanick 2009-09-17 16:56:42 UTC
I have verified that this bug still exists with Mesa GIT as of today.  On Nvidia closed-source drivers the object is blue, but on Mesa (both swrast and i965) the object is black.
Comment 7 Vinson Lee 2009-09-17 23:55:01 UTC
> uniform gl_FogParameters gl_Fog;

The Apple GLSL compiler will not compile the fragment shader if the above line is included. The error message "'gl_' : reserved built-in name" is given.
Comment 8 Ian Romanick 2009-09-18 11:11:45 UTC
(In reply to comment #7)
> > uniform gl_FogParameters gl_Fog;
> 
> The Apple GLSL compiler will not compile the fragment shader if the above line
> is included. The error message "'gl_' : reserved built-in name" is given.

Interesting.  I've submitted a bug against the GLSL spec for this.  While Mesa's current behavior is clearly wrong, one of the other (mutually exclusive) behaviors must also be wrong.
Comment 9 Ian Romanick 2010-08-25 16:59:23 UTC
The GLSL 1.30, 1.40, and 1.50 specs were clarified that, with a couple exceptions, it is illegal to redeclare a variable.  The glsl2 compiler in Mesa rejects the declaration with the following error:

0:3(32): error: `gl_Fog' redeclared

Closing this bug as fixed.


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