[Piglit] [PATCH] arb_separate_shader_objects: make sure explicit locations match and don't just overlap
Timothy Arceri
timothy.arceri at collabora.com
Wed Dec 16 15:54:38 PST 2015
Test results: Nvidia GeForce 840M - NVIDIA 352.41: fail
Mesa 11.2 (dev): pass
---
...fs-explicit-location-mismatch-array.shader_test | 50 ++++++++++++++++++++++
1 file changed, 50 insertions(+)
create mode 100644 tests/spec/arb_separate_shader_objects/linker/vs-to-fs-explicit-location-mismatch-array.shader_test
diff --git a/tests/spec/arb_separate_shader_objects/linker/vs-to-fs-explicit-location-mismatch-array.shader_test b/tests/spec/arb_separate_shader_objects/linker/vs-to-fs-explicit-location-mismatch-array.shader_test
new file mode 100644
index 0000000..e359d63
--- /dev/null
+++ b/tests/spec/arb_separate_shader_objects/linker/vs-to-fs-explicit-location-mismatch-array.shader_test
@@ -0,0 +1,50 @@
+// From Section 4.4.1 (Input Layout Qualifiers) of the GLSL 4.5 spec:
+//
+// "For the purposes of determining if a non-vertex input matches an output
+// from a previous shader stage, the location layout qualifier (if any)
+// must match."
+
+[require]
+GLSL >= 1.40
+GL_ARB_separate_shader_objects
+
+[vertex shader]
+#version 140
+#extension GL_ARB_separate_shader_objects : require
+
+in vec4 piglit_vertex;
+
+layout(location = 0) out vec4 out1[2];
+layout(location = 3) out vec4 out2;
+
+void main()
+{
+ gl_Position = piglit_vertex;
+ out1[0] = vec4(1.0, 0.0, 0.0, 1.0);
+ out1[1] = vec4(1.0, 1.0, 0.0, 1.0);
+ out2 = vec4(0.0);
+}
+
+[fragment shader]
+#version 140
+#extension GL_ARB_separate_shader_objects : require
+
+uniform int i;
+
+layout(location = 1) in vec4 out1[2];
+layout(location = 3) in vec4 out2;
+
+out vec4 color;
+
+void main()
+{
+ if (i == 0)
+ color = out1[0];
+ else if (i == 1)
+ color = out1[1];
+ else
+ color = out2;
+}
+
+[test]
+link error
--
2.4.3
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