[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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