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Setting gl_FragDepth in fragment shader causes Err in Factory::create_pipeline_simple #984
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Thanks for the report! We'll fix it ASAP. It's just a check missing from #980 , it seems. |
In the meantime, may I wonder why you want to set the depth manually? |
Experimenting with impostors. I'm basically drawing balls using quads. On 1 June 2016 at 13:49, Dzmitry Malyshau notifications@github.com wrote:
Cheers, |
Ok, cool. I just want to make sure you realize the performance implications of writing to the depth from the shader. |
Yup, I'm nowhere near the optimization stage - just prototyping at the On 1 June 2016 at 14:27, Dzmitry Malyshau notifications@github.com wrote:
Cheers, |
Ace, thanks! Is there an ETA on when this fix will be released on crates.io? |
I suppose we could slightly bend the semver rules here. The gfx_core crate definitely needs a minor version bump, but the graphics backends can just go with a patch version increased.
|
No rush, I'll grab it when it's ready! |
It's not urgent but I can give it a shot :) On 5 June 2016 at 01:27, Dzmitry Malyshau notifications@github.com wrote:
Cheers, |
984: Fix locking of device lifetime tracker on resource drop r=kvark a=kvark **Connections** Fixes the player hang in gfx-rs#983 **Description** It turns out the current type-level protection from locking device's lifetime tracker is not working properly. TODO is left. **Testing** Tested on the trace from gfx-rs#983 Co-authored-by: Dzmitry Malyshau <dmalyshau@mozilla.com>
I'll post more details in the days to come. For the time being, any suggestions welcome.
If the pixel shader contains a line like
leads
let pso = factory.create_pipeline_simple(VERTEX_SRC, FRAGMENT_SRC, shaded::new()).unwrap();
to this:where
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