Re: [Mesa-dev] st/pbo: fix pbo uploads without PIPE_CAP_TGSI_VS_LAYER_VIEWPORT

2020-12-14 Thread Ilia Mirkin
Hm, I thought reading gl_Layer in a fragment shader is well-defined (to be 0) when there's no GS. Reading back over ARB_fragment_layer_viewport, it doesn't seem to address this point at all. It just says that if GS doesn't write gl_Layer, then it will be read as 0 by the fragment shader. I'd be

Re: [Mesa-dev] st/pbo: fix pbo uploads without PIPE_CAP_TGSI_VS_LAYER_VIEWPORT

2020-12-14 Thread Mike Blumenkrantz
Hi Ilia, I'm not entirely sure what you're asking here. This patch doesn't change anything related to gl_Layer reads, it just forces the geometry shader codepath unconditionally when VS_LAYER_VIEWPORT isn't enabled in order to successfully write the gl_Layer output. If anything, this should be

Re: [Mesa-dev] st/pbo: fix pbo uploads without PIPE_CAP_TGSI_VS_LAYER_VIEWPORT

2020-12-14 Thread Ilia Mirkin
Hey Mike, This is in reference to your change https://cgit.freedesktop.org/mesa/mesa/commit/?id=614c2ac2f48955537efcfefaf0609d6c03e5 . A fragment shader should still be able to read gl_Layer even without PIPE_CAP_TGSI_VS_LAYER_VIEWPORT. A frag shader can read gl_Layer any time