https://bugs.freedesktop.org/show_bug.cgi?id=101378
Matias N. Goldberg <dark_syl...@yahoo.com.ar> changed:
What |Removed |Added
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CC| |dark_syl...@yahoo.com.ar
--- Comment #4 from Matias N. Goldberg <dark_syl...@yahoo.com.ar> ---
+1 to this bug.
I just hit it after our refactor allowed our OpenGL backend to use more
advanced MSAA functionalities.
Our code in question (heavily cut):
in block
{
flat uint drawId;
vec3 pos;
vec3 normal;
vec2 uv0;
vec4 posL0;
vec4 posL1;
vec4 posL2;
float depth;
float2 zwDepth;
} inPs;
vec2 pixelDepthZW;
pixelDepthZW = interpolateAtSample( inPs.zwDepth, 0 );
Mesa complains this is invalid (error: parameter `interpolant` must be a shader
input), though to the best of my knowledge, it should be. AMD Windows drivers
accept this fine, Windows propietary drivers only complain if I write
interpolateAtSample( inPs.zwDepth.y, 0 ) which I was surprised to learn the
spec kind of disallows it.
I'm glad someone already reported it.
I'm using git 57c8ead0cd
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