If a shader has an output array, it will get treated as though it were gl_FragData and rewritten into gl_out_FragData instances. We only want this to happen on the actual gl_FragData and not everything else.
This is a small part of the problem pointed out by the below bug. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96765 Signed-off-by: Ilia Mirkin <imir...@alum.mit.edu> --- src/compiler/glsl/opt_dead_builtin_varyings.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/compiler/glsl/opt_dead_builtin_varyings.cpp b/src/compiler/glsl/opt_dead_builtin_varyings.cpp index 7feea3b..a28887f 100644 --- a/src/compiler/glsl/opt_dead_builtin_varyings.cpp +++ b/src/compiler/glsl/opt_dead_builtin_varyings.cpp @@ -85,7 +85,8 @@ public: { ir_variable *var = ir->variable_referenced(); - if (!var || var->data.mode != this->mode || !var->type->is_array()) + if (!var || var->data.mode != this->mode || !var->type->is_array() || + !is_gl_identifier(var->name)) return visit_continue; /* Only match gl_FragData[], not gl_SecondaryFragDataEXT[] */ -- 2.7.3 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev