22:38imirkin: ok, this is weird
22:39imirkin: in geometry shader, if we export u64 to layer + prim, which are adjacent, it fails (at least for transform feedback, but probably a legit failure)
22:39imirkin: but exporting as u32, works fine
22:39imirkin: and also more generally exporting multiple components works
22:39imirkin: probably just those special values.
22:39imirkin: fun errata.
22:54imirkin: wonder what gens it applies to
23:06imirkin: anyone around with fermi or kepler gpu?
23:07imirkin: (and who can run a piglit test for me)
23:08imirkin: well, if such a person is around, please apply this patch: https://patchwork.freedesktop.org/patch/347445/ and then build/run bin/glsl-1.50-transform-feedback-builtins -fbo -auto
23:08imirkin: and let me know if it passes or fails. it fails on GP108.
23:08imirkin: (and probably the rest of the pascal series)
23:08imirkin: passes on tesla (as expected, totally different impl of all this stuff)
23:22imirkin: wow, really weird. if i convince it to write viewport index / pointsize, which are also adjacent, that works fine
23:22imirkin: so it's just primitive id + layer which are broken
23:22imirkin: wtf.
23:23imirkin: this is like the first "weird" quirk i'm aware of.
23:23imirkin: nvidia had such a good run