Comment # 9
on bug 92059
from Timothy Arceri
(In reply to Ilia Mirkin from comment #7) > (In reply to Kai from comment #5) > > Also, the game seems to choke on the missing AoA functionality or at least > > doesn't check whether it can use AoA: > > > 0:9(23): error: GL_ARB_arrays_of_arrays required for defining arrays of arrays > > I guess line 9 is: out vec4 vControlPoint[][2]; > > Which should work without AoA. I wonder if this was recently broken by the > AoA support patches... Or maybe it started out broken. It seems to me that this should fail, and is correctly doing so. From the tessellation spec: A tessellation control shader may also declare user-defined per-vertex output variables. User-defined per-vertex output variables are declared with the qualifier "out" and have a value for each vertex in the output patch. Such variables must be declared as arrays or inside output blocks declared as arrays. Declaring an array size is optional. If no size is specified, it will be taken from the output patch size (gl_VerticesOut) declared in the shader. If a size is specified, it must match the maximum patch size; otherwise, a compile or link link error will occur. The OpenGL Shading Language doesn't support multi-dimensional arrays; therefore, user-defined per-vertex tessellation control shader outputs with multiple elements per vertex must be declared as array members of an output block that is itself declared as an array. Is there something I'm missing?
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