[Piglit] [PATCH] SSO: reproduce linking bug in Dead Island

Timothy Arceri timothy.arceri at collabora.com
Tue Feb 16 03:11:24 UTC 2016


Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=85564
---
 .../large-number-of-unused-varyings.shader_test    | 51 ++++++++++++++++++++++
 1 file changed, 51 insertions(+)
 create mode 100644 tests/spec/arb_separate_shader_objects/linker/large-number-of-unused-varyings.shader_test

diff --git a/tests/spec/arb_separate_shader_objects/linker/large-number-of-unused-varyings.shader_test b/tests/spec/arb_separate_shader_objects/linker/large-number-of-unused-varyings.shader_test
new file mode 100644
index 0000000..f7a37fa
--- /dev/null
+++ b/tests/spec/arb_separate_shader_objects/linker/large-number-of-unused-varyings.shader_test
@@ -0,0 +1,51 @@
+// Test that a large number of unused varyings doesn't cause any issues during
+// linking. This reproduces a bug seen in the game Dead Island.
+
+[require]
+GLSL >= 1.40
+GL_ARB_separate_shader_objects
+SSO ENABLED
+
+[vertex shader]
+#version 140
+#extension GL_ARB_separate_shader_objects: require
+
+in vec4 piglit_vertex;
+
+out vec4 a;
+out vec4 b;
+out vec4 c;
+out vec4 d;
+out vec4 e;
+out vec4 f;
+
+void main()
+{
+	a = vec4(1.0, 0.0, 0.0, 1.0);
+
+	gl_Position = piglit_vertex;
+}
+
+[fragment shader]
+#version 140
+#extension GL_ARB_separate_shader_objects: require
+
+uniform vec4 u;
+
+in vec4 a;
+in vec4 b;
+in vec4 c;
+in vec4 d;
+in vec4 e;
+in vec4 f;
+
+
+out vec4 color;
+
+void main()
+{
+	color = u;
+}
+
+[test]
+link success
-- 
2.5.0



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