[Piglit] [PATCH] gs: Don't try to use gl_PerVertex when redeclaring fragment shader inputs.
Ian Romanick
idr at freedesktop.org
Tue Oct 1 18:23:24 PDT 2013
On 10/01/2013 03:21 PM, Paul Berry wrote:
> 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.
Oops. I overlooked that too.
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
Without this fix, does this test pass on NVIDIA?
> ---
> .../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()
>
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