On 10/15/2013 01:50 PM, Anuj Phogat wrote: > On Tue, Oct 15, 2013 at 10:02 AM, Ian Romanick <i...@freedesktop.org> wrote: >> On 10/14/2013 10:12 AM, Anuj Phogat wrote: >>> @@ -789,6 +794,12 @@ builtin_variable_generator::generate_fs_special_vars() >>> if (state->AMD_shader_stencil_export_warn) >>> var->warn_extension = "GL_AMD_shader_stencil_export"; >>> } >>> + >>> + if (state->ARB_sample_shading_enable) { >>> + add_input(VARYING_SLOT_SAMPLE_ID, int_t, "gl_SampleID"); >>> + add_input(VARYING_SLOT_SAMPLE_POS, vec2_t, "gl_SamplePosition"); >>> + add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), >>> "gl_SampleMask"); >> >> I don't see code anywhere in this patch series that correctly sizes this >> array. I thought gl_SampleMask.length() == gl_NumSamples... except you >> can't use .length() on gl_SampleMask because the size can't be known at >> compile-time. We should have a test that 'gl_SampleMask.length()' fails >> to compile. :) >> > I'll add a piglit compiler test for that. > >> The only other array that works like this is gl_TexCoord. That array is >> sized to 0 (line 837 of builtin_variables.cpp). I believe gl_SampleMask >> should do the same. >> > Yes, I noticed gl_TexCoord is using array size of 0 and it works for > gl_SampleMask as well. But, It generates same glsl ir with array size > of 0 or 1: > (declare (shader_out ) (array int 1) gl_SampleMask) > > what's the utility of using size 0? > I'll take care of rest of your comments in this patch.
Using size 0 is like writing int gl_SampleMask[]; // unsized in the shader. Later during compilation, usually in linking, unsized arrays become sized. Somewhere between generating the built-in variable and printing the IR a size is established for it. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev