On 09/07/2016 09:56 AM, Ian Romanick wrote:
On 09/06/2016 03:24 PM, Kenneth Graunke wrote:
On Tuesday, September 6, 2016 1:04:43 PM PDT Eric Anholt wrote:
Kenneth Graunke <kenn...@whitecape.org> writes:
Ian added this check in commit 259fc505454ea6a67aeacf6cdebf1398d9947759.
While reviewing the rules, I found a citation which spells this out
clearly, so I figured I'd send a patch to add it as a comment.
Cc: i...@freedesktop.org
Signed-off-by: Kenneth Graunke <kenn...@whitecape.org>
Reviewed-by: Eric Anholt <e...@anholt.net>
I was wondering about this change, because glmark2 is failing to compile
its terrain shaders now.
Out of curiosity... is the uniform used in all the stages?
Really? GLBenchmark 2.7 also fails to compile:
https://bugs.freedesktop.org/show_bug.cgi?id=97532
I'm beginning to doubt whether any other vendor implements this part of
the spec, or if they have some variation of it.
I added this specifically for a dEQP test. Presumably people are
passing that.
dEQP-GLES31.functional.shaders.linkage.geometry.uniform.rules.type_mismatch_1.
I wonder if this is only enforced in GLSL ES 3.2 shaders? I'll do some
spec archaeology to see if the language changed at all over the years. Ugh.
As mentioned in the bug 97532 GLSL ES 1.x spec seems a bit vague in this
matter and talks about 'warning' (section 10 Issues).
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