[Piglit] [PATCH] arb_uniform_buffer_object: Exercise coherent fragment shader UBO.

Jose Fonseca jfonseca at vmware.com
Mon Feb 9 14:39:30 PST 2015


Ping.

On 05/02/15 14:37, Jose Fonseca wrote:
> At least for software renderers (like llvmpipe and softpipe), the vertex
> and fragment shader stage are very different.
>
> Achieve this by moving the color uniform to the fragment shader stage.
> ---
>   tests/spec/arb_uniform_buffer_object/bufferstorage.c | 7 ++++---
>   1 file changed, 4 insertions(+), 3 deletions(-)
>
> diff --git a/tests/spec/arb_uniform_buffer_object/bufferstorage.c b/tests/spec/arb_uniform_buffer_object/bufferstorage.c
> index 334fd4e..52e20e0 100644
> --- a/tests/spec/arb_uniform_buffer_object/bufferstorage.c
> +++ b/tests/spec/arb_uniform_buffer_object/bufferstorage.c
> @@ -43,7 +43,6 @@ static const char vert_shader_text[] =
>   	"\n"
>   	"layout(std140) uniform;\n"
>   	"uniform ub_pos_size { vec2 pos; float size; };\n"
> -	"uniform ub_color { vec4 color; float color_scale; };\n"
>   	"uniform ub_rot {float rotation; };\n"
>   	"\n"
>   	"void main()\n"
> @@ -54,15 +53,17 @@ static const char vert_shader_text[] =
>   	"   m[1][0] = -m[0][1]; \n"
>   	"   gl_Position.xy = m * gl_Vertex.xy * vec2(size) + pos;\n"
>   	"   gl_Position.zw = vec2(0, 1);\n"
> -	"   gl_FrontColor = color * color_scale;\n"
>   	"}\n";
>
>   static const char frag_shader_text[] =
>   	"#extension GL_ARB_uniform_buffer_object : require\n"
>   	"\n"
> +	"layout(std140) uniform;\n"
> +	"uniform ub_color { vec4 color; float color_scale; };\n"
> +	"\n"
>   	"void main()\n"
>   	"{\n"
> -	"	gl_FragColor = gl_Color;\n"
> +	"   gl_FragColor = color * color_scale;\n"
>   	"}\n";
>
>   #define NUM_SQUARES 4
>



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