[Piglit] [PATCH] arb_separate_shader_objects: test for explicit varying location overlap struct and block

Tapani Pälli tapani.palli at intel.com
Tue Dec 15 22:27:31 PST 2015


Reviewed-by: Tapani Pälli <tapani.palli at intel.com>

On 12/16/2015 07:59 AM, Timothy Arceri wrote:
> Test results:
> Nvidia GeForce 840M - NVIDIA 352.41: pass
> Mesa 11.2 (dev): fail
> ---
>   ...-fs-explicit-location-overlap-block.shader_test | 54 ++++++++++++++++++++++
>   ...fs-explicit-location-overlap-struct.shader_test | 54 ++++++++++++++++++++++
>   2 files changed, 108 insertions(+)
>   create mode 100644 tests/spec/arb_separate_shader_objects/linker/vs-to-fs-explicit-location-overlap-block.shader_test
>   create mode 100644 tests/spec/arb_separate_shader_objects/linker/vs-to-fs-explicit-location-overlap-struct.shader_test
>
> diff --git a/tests/spec/arb_separate_shader_objects/linker/vs-to-fs-explicit-location-overlap-block.shader_test b/tests/spec/arb_separate_shader_objects/linker/vs-to-fs-explicit-location-overlap-block.shader_test
> new file mode 100644
> index 0000000..228adc4
> --- /dev/null
> +++ b/tests/spec/arb_separate_shader_objects/linker/vs-to-fs-explicit-location-overlap-block.shader_test
> @@ -0,0 +1,54 @@
> +// Test for explicit varying location overlap by interface blocks
> +
> +[require]
> +GLSL >= 1.50
> +GL_ARB_separate_shader_objects
> +
> +[vertex shader]
> +#version 150
> +#extension GL_ARB_separate_shader_objects : require
> +
> +in vec4 piglit_vertex;
> +
> +layout(location = 0) out Block {
> +	vec4 out1;
> +	vec4 out2;
> +} b;
> +
> +layout(location = 1) out vec4 out3;
> +
> +void main()
> +{
> +	gl_Position = piglit_vertex;
> +	b.out1 = vec4(1.0, 0.0, 0.0, 1.0);
> +	b.out2 = vec4(1.0, 1.0, 0.0, 1.0);
> +	out3 = vec4(0.0);
> +}
> +
> +[fragment shader]
> +#version 150
> +#extension GL_ARB_separate_shader_objects : require
> +
> +uniform int i;
> +
> +layout(location = 0) in Block {
> +	vec4 out1;
> +	vec4 out2;
> +} b;
> +
> +layout(location = 1) in vec4 out3;
> +
> +out vec4 color;
> +
> +void main()
> +{
> +	if (i == 0)
> +		color = b.out1;
> +	else if (i == 1)
> +		color = b.out2;
> +	else
> +		color = out3;
> +}
> +
> +[test]
> +link error
> diff --git a/tests/spec/arb_separate_shader_objects/linker/vs-to-fs-explicit-location-overlap-struct.shader_test b/tests/spec/arb_separate_shader_objects/linker/vs-to-fs-explicit-location-overlap-struct.shader_test
> new file mode 100644
> index 0000000..d32cceb
> --- /dev/null
> +++ b/tests/spec/arb_separate_shader_objects/linker/vs-to-fs-explicit-location-overlap-struct.shader_test
> @@ -0,0 +1,54 @@
> +// Test for explicit varying location overlap by structs
> +
> +[require]
> +GLSL >= 1.50
> +GL_ARB_separate_shader_objects
> +
> +[vertex shader]
> +#version 150
> +#extension GL_ARB_separate_shader_objects : require
> +
> +in vec4 piglit_vertex;
> +
> +layout(location = 0) out struct S {
> +	vec4 out1;
> +	vec4 out2;
> +} s;
> +
> +layout(location = 1) out vec4 out3;
> +
> +void main()
> +{
> +	gl_Position = piglit_vertex;
> +	s.out1 = vec4(1.0, 0.0, 0.0, 1.0);
> +	s.out2 = vec4(1.0, 1.0, 0.0, 1.0);
> +	out3 = vec4(0.0);
> +}
> +
> +[fragment shader]
> +#version 150
> +#extension GL_ARB_separate_shader_objects : require
> +
> +uniform int i;
> +
> +layout(location = 0) in struct S {
> +	vec4 out1;
> +	vec4 out2;
> +} s;
> +
> +layout(location = 1) in vec4 out3;
> +
> +out vec4 color;
> +
> +void main()
> +{
> +	if (i == 0)
> +		color = s.out1;
> +	else if (i == 1)
> +		color = s.out2;
> +	else
> +		color = out3;
> +}
> +
> +[test]
> +link error



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