[Piglit] [PATCH] glsl-1.30: add linker test for inter stage in/out vars usage

Timothy Arceri tarceri at itsqueeze.com
Tue Aug 28 00:45:01 UTC 2018


Reviewed-by: Timothy Arceri <tarceri at itsqueeze.com>

On 27/08/18 22:19, Vadym Shovkoplias wrote:
> This test exposes a Mesa GLSL linker bug. The test fails with the
> following error message:
> 
>     error: fragment shader input `foo' has no matching output in the previous
>            stage
> 
> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105731
> Signed-off-by: Vadym Shovkoplias <vadym.shovkoplias at globallogic.com>
> ---
>   ...rstage-multiple-vertex-objects.shader_test | 33 +++++++++++++++++++
>   1 file changed, 33 insertions(+)
>   create mode 100644 tests/spec/glsl-1.30/linker/interstage-multiple-vertex-objects.shader_test
> 
> diff --git a/tests/spec/glsl-1.30/linker/interstage-multiple-vertex-objects.shader_test b/tests/spec/glsl-1.30/linker/interstage-multiple-vertex-objects.shader_test
> new file mode 100644
> index 000000000..dd168d434
> --- /dev/null
> +++ b/tests/spec/glsl-1.30/linker/interstage-multiple-vertex-objects.shader_test
> @@ -0,0 +1,33 @@
> +# Exercises a Mesa GLSL linker bug.
> +#
> +# Output "foo" variable is not used in the "main" vertex shader
> +# but used in fragment shader
> +
> +[require]
> +GLSL >= 1.30
> +
> +[vertex shader]
> +out vec4 foo;
> +void unused()
> +{
> +    foo=vec4(1);
> +}
> +
> +[vertex shader]
> +in vec4 pos;
> +void main()
> +{
> +    gl_Position = pos;
> +}
> +
> +[fragment shader]
> +in vec4 foo;
> +out vec4 color;
> +
> +void main()
> +{
> +    gl_FragColor=foo;
> +}
> +
> +[test]
> +link success
> 


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