Thanks Rene. I suspect a test would be fairly trivial for us to code, but we can’t allocate time to this at the moment (everyone’s very busy finishing the upcoming 4.0 SDK release).
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Thanks for sharing the repro with us. The PVRVFrame lead found and fixed a few bugs. Your app now runs correctly in our emulator. We’re due to release the 4.0 SDK in a few weeks. If you are keen to get an engineering drop with the fixes, we can share a package with you through our support portal.
For reference, here are the bugs that were fixed (changelist 3721434):
glDrawArrays wasn’t accepting the GL_PATCHES draw mode
The geometry shader crashes our shader validator. We have worked around this by disabling geometry shader validation (we will report the issue to the compiler team, who maintain the validator)
EXT_tessellation_shader wasn’t showing up in the extension list due to a typo. All other AEP extensions seem to be working fine
Due to another validator bug, we have to define gl_in[gl_MaxPatchVertices] instead of gl_in[]