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

--- Comment #11 from Kai <kai at dev.carbon-project.org> ---
Created attachment 118397
  --> https://bugs.freedesktop.org/attachment.cgi?id=118397&action=edit
Setting environment variables yields visible bodies.

(In reply to Ilia Mirkin from comment #10)
> (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.

So, I should probably report this bug to Ferral Interactive (studio responsible
for the Linux port), right?

> You could force-enable it by setting force_glsl_extensions_warn=1 and
> MESA_EXTENSION_OVERRIDE=GL_ARB_arrays_of_arrays ... I think.

The correct override is:
# force_glsl_extensions_warn=true
MESA_EXTENSION_OVERRIDE=GL_ARB_arrays_of_arrays
Setting force_glsl_extension_warn=1 leads to an error. And indeed, setting
those two environment variables leads to visible characters in the game, see
the attached screenshot.

Should this bug be renamed to »[radeonsi] Implement GL_ARB_arrays_of_arrays for
"Middle-earth: Shadow of Mordor"« then?

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