[Piglit] [PATCH 2/6] glsl-1.10: add uniform type mismatch link test

Jordan Justen jordan.l.justen at intel.com
Wed Feb 27 11:24:28 PST 2013


Signed-off-by: Jordan Justen <jordan.l.justen at intel.com>
---
 .../linker/uniform-type-mismatch.shader_test       |   29 ++++++++++++++++++++
 1 file changed, 29 insertions(+)
 create mode 100644 tests/spec/glsl-1.10/linker/uniform-type-mismatch.shader_test

diff --git a/tests/spec/glsl-1.10/linker/uniform-type-mismatch.shader_test b/tests/spec/glsl-1.10/linker/uniform-type-mismatch.shader_test
new file mode 100644
index 0000000..82f8a18
--- /dev/null
+++ b/tests/spec/glsl-1.10/linker/uniform-type-mismatch.shader_test
@@ -0,0 +1,29 @@
+# Tests that a link error occurs when an uniform's type
+# differs between the vertex and fragment shaders.
+#
+# GLSLangSpec.Full.1.10.59, 4.3.5 Uniform:
+# "If multiple shaders are linked together, then they will
+#  share a single global uniform name space. Hence, types
+#  of uniforms with the same name must match across all
+#  shaders that are linked into a single executable."
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+uniform vec4 a; // a is vec3 in FS
+
+void main()
+{
+    gl_Position = vec4(0.0);
+}
+
+[fragment shader]
+uniform vec3 a; // a is vec4 in VS
+
+void main()
+{
+}
+
+[test]
+link error
+
-- 
1.7.10.4



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