From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 92059] [radeonsi, apitrace] Missing textures and geometry in
"Middle-earth: Shadow of Mordor"
Date: Tue, 22 Sep 2015 05:35:52 +0000
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Date: Tue, 22 Sep 2015 05:35:51 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=92059
--- Comment #9 from Timothy Arceri ---
(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?
--
You are receiving this mail because:
You are the assignee for the bug.
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Date: Tue, 22 Sep 2015 05:35:51 +0000
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Comment # 9
on bug 92059
from Timothy Arceri
(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?
You are receiving this mail because:
- You are the assignee for the bug.
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