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authorAnuj Phogat <[email protected]>2014-03-04 17:03:28 -0800
committerAnuj Phogat <[email protected]>2014-05-01 10:58:39 -0700
commit8c61b6a99b221439a8109c5a5cd03b7bf065d373 (patch)
treefacfb6d019a8435ba8b98b5e21cf857bcb72171e /src/mesa
parenta773fdc64da8ba88d8c7f8e383c45248b0c3aa19 (diff)
glsl: Allow overlapping locations for vertex input attributes
Currently overlapping locations of input variables are not allowed for all the shader types in OpenGL and OpenGL ES. From OpenGL ES 3.0 spec, page 56: "Binding more than one attribute name to the same location is referred to as aliasing, and is not permitted in OpenGL ES Shading Language 3.00 vertex shaders. LinkProgram will fail when this condition exists. However, aliasing is possible in OpenGL ES Shading Language 1.00 vertex shaders." Taking in to account what different versions of OpenGL and OpenGL ES specs say about aliasing: - It is allowed only on vertex shader input attributes in OpenGL (2.0 and above) and OpenGL ES 2.0. - It is explictly disallowed in OpenGL ES 3.0. Fixes Khronos CTS failing test: explicit_attrib_location_vertex_input_aliased.test See more details about this at below mentioned khronos bug. V2: Fix the case where location exceeds the maximum allowed attribute location. V3: Simplify the condition added in V2. Signed-off-by: Anuj Phogat <[email protected]> Cc: "9.2 10.0 10.1" <[email protected]> Bugzilla: Khronos #9609 Reviewed-by: Ian Romanick <[email protected]>
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