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

Matteo Bruni matteo.mystral at gmail.com
Wed Jun 6 11:34:22 CDT 2018


2018-06-06 18:30 GMT+02:00 Henri Verbeet <hverbeet at gmail.com>:
> 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.

Yeah, it's currently clamped to MAX_RENDER_TARGET_VIEWS.

I can also leave this as-is :)



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