[Piglit] [PATCH] gs: Don't try to use gl_PerVertex when redeclaring fragment shader inputs.
Paul Berry
stereotype441 at gmail.com
Tue Oct 1 15:21:17 PDT 2013
In commit 5b1dff3 (Geometry shaders: Test gl_ClipDistance input (GLSL
1.50)) I accidentally used this syntax to redeclare the
gl_ClipDistance fragment shader input:
in gl_PerVertex {
float gl_ClipDistance[8];
};
This is incorrect--gl_PerVertex is only meaningful in vertex and
geometry shaders. In fragment shaders gl_ClipDistance isn't in any
interface block.
---
.../glsl-1.50/execution/geometry/clip-distance-bulk-copy.shader_test | 4 +---
1 file changed, 1 insertion(+), 3 deletions(-)
diff --git a/tests/spec/glsl-1.50/execution/geometry/clip-distance-bulk-copy.shader_test b/tests/spec/glsl-1.50/execution/geometry/clip-distance-bulk-copy.shader_test
index ef21260..856f436 100644
--- a/tests/spec/glsl-1.50/execution/geometry/clip-distance-bulk-copy.shader_test
+++ b/tests/spec/glsl-1.50/execution/geometry/clip-distance-bulk-copy.shader_test
@@ -56,9 +56,7 @@ void main()
[fragment shader]
#version 150
-in gl_PerVertex {
- float gl_ClipDistance[8];
-};
+float gl_ClipDistance[8];
in float offset_to_fs;
void main()
--
1.8.4
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