[Piglit] [PATCH v2] gs: Don't try to use gl_PerVertex when redeclaring fragment shader inputs.

Paul Berry stereotype441 at gmail.com
Tue Oct 8 21:11:09 CEST 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.

v2: don't forget the "in" keyword.
---
 .../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..1086a07 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];
-};
+in float gl_ClipDistance[8];
 in float offset_to_fs;
 
 void main()
-- 
1.8.4



More information about the Piglit mailing list