On 12/01/2014 05:43 PM, Matteo Bruni wrote:
2014-12-01 14:04 GMT+01:00 Eduardo Lima Mitev <[email protected]>:The OpenGL ES Shading Language specification describes the values that may be output by a fragment shader. These are gl_FragColor and gl_FragData[0]. Multiple render targets are not supported in GLES. Fixes dEQP test: * dEQP-GLES3.functional.shaders.fragdata.invalid_assign_to_1 --- src/glsl/ast_array_index.cpp | 21 ++++++++++++++++++++- 1 file changed, 20 insertions(+), 1 deletion(-) diff --git a/src/glsl/ast_array_index.cpp b/src/glsl/ast_array_index.cpp index ff0c757..b507d34 100644 --- a/src/glsl/ast_array_index.cpp +++ b/src/glsl/ast_array_index.cpp @@ -46,7 +46,9 @@ ast_array_specifier::print(void) const * * This function also checks whether the array is a built-in array whose * maximum size is too small to accommodate the given index, and if so uses - * loc and state to report the error. + * loc and state to report the error. It also checks that the built-in array + * gl_FragData is not accessed with indexes greater than zero in OpenGL ES, + * where multiple render targets are not allowed. */ static void update_max_array_access(ir_rvalue *ir, int idx, YYLTYPE *loc, @@ -54,6 +56,23 @@ update_max_array_access(ir_rvalue *ir, int idx, YYLTYPE *loc, { if (ir_dereference_variable *deref_var = ir->as_dereference_variable()) { ir_variable *var = deref_var->var; + + /* Page 89 in the section 3.8 (Fragment Shaders) of the the + * OpenGL ES 2.0.25 spec says: + * "The OpenGL ES Shading Language specification describes the + * values that may be output by a fragment shader. These are + * gl_FragColor and gl_FragData[0]. + * ... + * gl_FragData is supported for compatibility with the desktop + * OpenGL Shading Language, but only a single fragment color + * output is allowed in the OpenGL ES Shading Language." + */ + if (state->es_shader && idx > 0 && + strcmp(var->name, "gl_FragData") == 0) { + _mesa_glsl_error(loc, state, + "multiple render targets are not supported"); + } + if (idx > (int)var->data.max_array_access) { var->data.max_array_access = idx; -- 2.1.3 _______________________________________________ mesa-dev mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/mesa-devAFAICS this restriction is lifted in ES 3.0+ (e.g. see section 3.9.2 in the OpenGL ES 3.0 spec).
Yep, it seems this check should be against earlier versions and only when not having extensions that allow MRT enabled (NV_draw_buffers).
You can still use gl_FragData[] when using OpenGL ES 3 and GLSL ES 1.00, however when using GLSL ES 3.00 gl_FragData[] gets deprecated and you should use output layout qualifier to bind a output variable and target draw buffer together.
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// Tapani _______________________________________________ mesa-dev mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/mesa-dev
