Comment # 10
on bug 92059
from Ilia Mirkin
(In reply to Timothy Arceri from comment #9) > (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: > > [...] > > Is there something I'm missing? Quite right. I forgot about that little bit in the spec. So the issue here is that (a) AoA isn't supported in mesa, (b) even if it was, the shader doesn't enable it. Without that, you can't have plain per-vertex array outputs in TCS. You could force-enable it by setting force_glsl_extensions_warn=1 and MESA_EXTENSION_OVERRIDE=GL_ARB_arrays_of_arrays ... I think.
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