On Tuesday, May 10, 2016 11:57:44 AM PDT Dave Airlie wrote: > From: Dave Airlie <[email protected]> > > This fixes: > GL45-CTS.geometry_shader.limits.max_output_vertices > > Signed-off-by: Dave Airlie <[email protected]> > --- > src/compiler/glsl/glsl_parser_extras.cpp | 9 +++++++++ > 1 file changed, 9 insertions(+) > > diff --git a/src/compiler/glsl/glsl_parser_extras.cpp b/src/compiler/glsl/ glsl_parser_extras.cpp > index fb64350..8230516 100644 > --- a/src/compiler/glsl/glsl_parser_extras.cpp > +++ b/src/compiler/glsl/glsl_parser_extras.cpp > @@ -1683,7 +1683,16 @@ set_shader_inout_layout(struct gl_shader *shader, > if (state->out_qualifier->max_vertices-> > process_qualifier_constant(state, "max_vertices", > &qual_max_vertices, true)) { > + > + if (qual_max_vertices > state->Const.MaxGeometryOutputVertices) { > + YYLTYPE loc = state->out_qualifier->max_vertices- >get_location(); > + _mesa_glsl_error(&loc, state, > + "maximum output vertices (%d) exceeds " > + "GL_MAX_GEOMETRY_OUTPUT_VERTICES", > + qual_max_vertices); > + } > shader->Geom.VerticesOut = qual_max_vertices; > +
Bonus blank here Weird, it's surprising we never bothered to check this. Reviewed-by: Kenneth Graunke <[email protected]> > } > } > >
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