From: Dave Airlie <airl...@redhat.com> This hack for fixing gl_FragDepth apparantly caused a GLSL shader outputting a single double to try and output a dvec4, but we hadn't assigned outputs for the secondary bit.
This avoids going into the hack code for scalar doubles. Signed-off-by: Dave Airlie <airl...@redhat.com> --- src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp index 93671ba..08957dc 100644 --- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp +++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp @@ -2611,6 +2611,7 @@ glsl_to_tgsi_visitor::visit(ir_assignment *ir) assert(!ir->lhs->type->is_scalar() && !ir->lhs->type->is_vector()); l.writemask = WRITEMASK_XYZW; } else if (ir->lhs->type->is_scalar() && + !ir->lhs->type->is_double() && ir->lhs->variable_referenced()->data.mode == ir_var_shader_out) { /* FINISHME: This hack makes writing to gl_FragDepth, which lives in the * FINISHME: W component of fragment shader output zero, work correctly. -- 2.1.0 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev