[Piglit] [PATCH V4 5/5] arb_enhanced_layouts: test layout location on block members

Timothy Arceri timothy.arceri at collabora.com
Sun Dec 6 16:06:37 PST 2015


Test results:
Nvidia GeForce 840M - NVIDIA 352.41: pass
---
 .../sso-block-member-layout-location.shader_test   | 85 ++++++++++++++++++++++
 1 file changed, 85 insertions(+)
 create mode 100644 tests/spec/arb_enhanced_layouts/execution/block-member-locations/sso-block-member-layout-location.shader_test

diff --git a/tests/spec/arb_enhanced_layouts/execution/block-member-locations/sso-block-member-layout-location.shader_test b/tests/spec/arb_enhanced_layouts/execution/block-member-locations/sso-block-member-layout-location.shader_test
new file mode 100644
index 0000000..7fa62b4
--- /dev/null
+++ b/tests/spec/arb_enhanced_layouts/execution/block-member-locations/sso-block-member-layout-location.shader_test
@@ -0,0 +1,85 @@
+// Test that interface block members are correctly matched by explicit
+// location.
+
+[require]
+GLSL >= 1.50
+GL_ARB_separate_shader_objects
+GL_ARB_explicit_uniform_location
+GL_ARB_explicit_attrib_location
+GL_ARB_enhanced_layouts
+SSO ENABLED
+
+[vertex shader]
+#version 150
+#extension GL_ARB_separate_shader_objects: require
+#extension GL_ARB_enhanced_layouts: require
+
+in vec4 piglit_vertex;
+
+layout(location = 0) out block {
+	layout(location = 2) vec4 c;
+	vec4 d;
+	layout(location = 0) vec4 a;
+	vec4 b;
+} name;
+
+out gl_PerVertex {
+	vec4 gl_Position;
+};
+
+void main()
+{
+	name.a = vec4(1.0, 0.0, 0.0, 1.0);
+	name.b = vec4(0.0, 1.0, 0.0, 1.0);
+	name.c = vec4(0.0, 0.0, 1.0, 1.0);
+	name.d = vec4(1.0, 1.0, 1.0, 1.0);
+
+	gl_Position = piglit_vertex;
+}
+
+[fragment shader]
+#version 150
+#extension GL_ARB_separate_shader_objects: require
+#extension GL_ARB_explicit_uniform_location: require
+#extension GL_ARB_explicit_attrib_location: require
+
+layout(location = 0) in vec4 a;
+layout(location = 1) in vec4 b;
+layout(location = 2) in vec4 c;
+layout(location = 3) in vec4 d;
+
+layout(location = 0) uniform int i;
+
+out vec4 color;
+
+void main()
+{
+	if (i == 0) {
+		color = a;
+	} else if (i == 1) {
+		color = b;
+	} else if (i == 2) {
+		color = c;
+	} else if (i == 3) {
+		color = d;
+	}
+}
+
+[test]
+active shader program GL_FRAGMENT_SHADER
+
+uniform int 0 0
+draw rect -1 -1 1 1
+relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
+
+uniform int 0 1
+draw rect 0 -1 1 1
+relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
+
+uniform int 0 2
+draw rect -1 0 1 1
+relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
+
+uniform int 0 3
+draw rect 0 0 1 1
+relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
-- 
2.4.3



More information about the Piglit mailing list