Created attachment 33583 [details] Fragment shader to reproduce bug Consider simple shader in attachment. It works as expected, samples texture depending on input variable from vertex shader and puts texel as color. Uncommenting first comment shouldn't change anything (gl_FragDepth just defaults to gl_FragCoord.z), but it's not the case. In fact when I do so, fp_texCoord is always vec2(0.0). Well, I'm not sure about that, but it gives same results (e.g. all triangles are red, as is 0.0, 0.0 coordinate). Note that using gl_FragCoord in *any* way (that is not optimized away) causes this failure. For example uncommenting second comment gives same results. I can include vertex shader (that is also simple, just multiplies matrix with gl_Position and copies texCoord into fp_texCoord) and sample program, if that matter.
Note: classic r600 driver has been abandoned. Please use r600g (gallium driver) instead. Is this still an issue with a newer driver/kernel?
The classic r600 driver has been abandoned long ago. It was replaced by the Gallium driver r600g. If you have issues with r600g please file a new bug report with component Drivers/Gallium/r600 Thanks.
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