[Piglit] [PATCH] arb_separate_shader_objects: test explicit location on interface blocks

Tapani Pälli tapani.palli at intel.com
Mon Nov 30 00:06:59 PST 2015


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

--- 8< ---

BTW these most likely won't pass on AMD since I've noticed that if you 
use SSO and builtin gl_Position, you'll you will need to redeclare 
built-in interface blocks like this:

out gl_PerVertex { vec4 gl_Position; };

I believe this is a bug in AMD drivers since this redeclaration rule 
should only apply on glsl version 140, not for 150 and above.



On 11/30/2015 08:22 AM, Timothy Arceri wrote:
> Test results:
> Nvidia GeForce 840M - NVIDIA 352.41: pass
> i965 - Mesa 11.2-dev: fail
> ---
>   .../execution/layout-location-block.shader_test    | 51 ++++++++++++++++++++++
>   .../layout-location-named-block.shader_test        | 51 ++++++++++++++++++++++
>   2 files changed, 102 insertions(+)
>   create mode 100644 tests/spec/arb_separate_shader_objects/execution/layout-location-block.shader_test
>   create mode 100644 tests/spec/arb_separate_shader_objects/execution/layout-location-named-block.shader_test
>
> diff --git a/tests/spec/arb_separate_shader_objects/execution/layout-location-block.shader_test b/tests/spec/arb_separate_shader_objects/execution/layout-location-block.shader_test
> new file mode 100644
> index 0000000..76b4cd1
> --- /dev/null
> +++ b/tests/spec/arb_separate_shader_objects/execution/layout-location-block.shader_test
> @@ -0,0 +1,51 @@
> +// Test that inputs and outputs are assigned the correct location when using
> +// interface blocks and explicit locations.
> +
> +[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 a;
> +};
> +
> +layout(location = 2) out block2 {
> +	vec4 b;
> +};
> +
> +void main()
> +{
> +	a = vec4(1.0, 0.0, 0.0, 1.0);
> +	b = vec4(0.0, 1.0, 1.0, 1.0);
> +
> +	gl_Position = piglit_vertex;
> +}
> +
> +[fragment shader]
> +#version 150
> +#extension GL_ARB_separate_shader_objects: require
> +
> +layout(location = 2) in block {
> +	vec4 a;
> +};
> +
> +layout(location = 0) in block2 {
> +	vec4 b;
> +};
> +
> +out vec4 color;
> +
> +void main()
> +{
> +	color = b;
> +}
> +
> +[test]
> +draw rect -1 -1 2 2
> +probe all rgb 1 0 0
> diff --git a/tests/spec/arb_separate_shader_objects/execution/layout-location-named-block.shader_test b/tests/spec/arb_separate_shader_objects/execution/layout-location-named-block.shader_test
> new file mode 100644
> index 0000000..51bf7c5
> --- /dev/null
> +++ b/tests/spec/arb_separate_shader_objects/execution/layout-location-named-block.shader_test
> @@ -0,0 +1,51 @@
> +// Test that inputs and outputs are assigned the correct location when using
> +// interface blocks and explicit locations.
> +
> +[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 a;
> +} name;
> +
> +layout(location = 2) out block2 {
> +	vec4 a;
> +} name2;
> +
> +void main()
> +{
> +	name.a = vec4(0.0, 1.0, 1.0, 1.0);
> +	name2.a = vec4(1.0, 0.0, 0.0, 1.0);
> +
> +	gl_Position = piglit_vertex;
> +}
> +
> +[fragment shader]
> +#version 150
> +#extension GL_ARB_separate_shader_objects: require
> +
> +layout(location = 2) in block {
> +	vec4 a;
> +} name;
> +
> +layout(location = 0) in block2 {
> +	vec4 a;
> +} name2;
> +
> +out vec4 color;
> +
> +void main()
> +{
> +	color = name.a;
> +}
> +
> +[test]
> +draw rect -1 -1 2 2
> +probe all rgb 1 0 0
>


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