[PATCH 1/5] wined3d: Declare the correct number and type of fragment shader color outputs.

Henri Verbeet hverbeet at gmail.com
Wed Jun 6 11:30:41 CDT 2018


On 6 June 2018 at 18:25, Matteo Bruni <matteo.mystral at gmail.com> wrote:
> Hmm, it was intentional but it looks like it doesn't matter in
> practice. We only execute that if (!needs_legacy_glsl_syntax()), which
> means GLSL 1.30+ and thus OpenGL 3.0+. That requires that
> GL_MAX_DRAW_BUFFERS is >= 8. OpenGL ES apparently only mandates 4 draw
> buffers so things would be a bit more murky there, except that there
> is no glBindFragDataLocation() in ES at all (you're supposed to use
> layout qualifiers in the fragment shader instead - I guess I'll have
> to rework it again to handle that).
>
> Anyway, I can switch to gl_info->limits.buffers, it shouldn't hurt and
> I have to resend it anyway...
>
I don't think it (currently) happens in practice, but
gl_info->limits.buffers can potentially be larger than
MAX_RENDER_TARGET_VIEWS.



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