https://bugs.freedesktop.org/show_bug.cgi?id=92059

--- Comment #9 from Timothy Arceri <t_arceri at yahoo.com.au> ---
(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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