[Public WebGL] ANGLE Dynamic Indexing of Arrays of Samplers

Chris Marrin [email protected]
Sat May 28 08:23:13 PDT 2011


On May 26, 2011, at 11:58 PM, Tim Johansson wrote:

> On 2011-05-26 19:19, Chris Marrin wrote:
>> 
>> I'm adding the following statement to the differences section:
>> 
>>     The GLSL ES spec<a href="#refsGLES20GLSL">[GLES20GLSL]</a>  allows but does not mandate support for dynamic
>>     indexing of arrays of samplers. WebGL disallows this support.
>> 
>> This is in support of tightening the language about array bounds checking. Does ANGLE currently make this check and disallow such indexing?
>> 
> I would be very surprised if it did as it could not possible pass the conformance tests if it did.
> 
> The test gl-min-textures.html has a shader which looks like:
> 
> "uniform sampler2D uni[8];
> void main()
> {
>    vec4 c = vec4(0,0,0,0);
>    for (int ii = 0; ii < NUM_TEXTURES; ++ii) {
>      c += texture2D(uni[ii], vec2(0.5, 0.5));
>    }
>    gl_FragColor = c;
> }"

I sent this out too soon. We actually allow support for loop index array deref, which is what the above case is. Sorry for the confusion

-----
~Chris
[email protected]




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