On Tue, 2016-03-08 at 10:01 -0500, Ilia Mirkin wrote:
> On Tue, Mar 8, 2016 at 9:54 AM, Iago Toral wrote:
> > On Sun, 2016-03-06 at 12:21 -0500, Ilia Mirkin wrote:
> >> This fixes a crash in
> >>
> >> dEQP-GLES3.functional.transform_feedback.array_element.separate.points.lowp_mat3x2
> >>
> >> and
On Tue, Mar 8, 2016 at 9:54 AM, Iago Toral wrote:
> On Sun, 2016-03-06 at 12:21 -0500, Ilia Mirkin wrote:
>> This fixes a crash in
>>
>> dEQP-GLES3.functional.transform_feedback.array_element.separate.points.lowp_mat3x2
>>
>> and likely others. The vertex shader has > 16 input variables (without
>
On Sun, 2016-03-06 at 12:21 -0500, Ilia Mirkin wrote:
> This fixes a crash in
>
> dEQP-GLES3.functional.transform_feedback.array_element.separate.points.lowp_mat3x2
>
> and likely others. The vertex shader has > 16 input variables (without
> explicit locations), which causes us to index outside o
On Sun, 2016-03-06 at 12:21 -0500, Ilia Mirkin wrote:
> This fixes a crash in
>
> dEQP-
> GLES3.functional.transform_feedback.array_element.separate.points.low
> p_mat3x2
>
> and likely others. The vertex shader has > 16 input variables
> (without
> explicit locations), which causes us to index o
This fixes a crash in
dEQP-GLES3.functional.transform_feedback.array_element.separate.points.lowp_mat3x2
and likely others. The vertex shader has > 16 input variables (without
explicit locations), which causes us to index outside of the to_assign
array.
Signed-off-by: Ilia Mirkin
Cc: "11.1 11.2