[Piglit] [PATCH 03/10] arb_enhanced_layouts: correct interpolation qualifiers

Timothy Arceri tarceri at itsqueeze.com
Wed Mar 20 10:07:29 UTC 2019


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

On 2/2/19 4:55 am, Andres Gomez wrote:
> Corrected several component aliasing tests which shouldn't be failing
> or were failing due to a different reason than the tested one:
> interpolation qualifiers mismatch.
> 
>  From Section 4.4.1 (Input Layout Qualifiers) of the GLSL 4.50 spec:
> 
>    " Further, when location aliasing, the aliases sharing the location
>      must have the same underlying numerical type (floating-point or
>      integer) and the same auxiliary storage and interpolation
>      qualification."
> 
> Cc: Timothy Arceri <tarceri at itsqueeze.com>
> Signed-off-by: Andres Gomez <agomez at igalia.com>
> ---
>   ...ned.shader_test => vs-to-fs-signed-unsigned.shader_test} | 6 +++---
>   .../vs-to-fs-type-mismatch-double-float.shader_test         | 4 ++--
>   .../vs-to-fs-type-mismatch-unsigned-float.shader_test       | 4 ++--
>   3 files changed, 7 insertions(+), 7 deletions(-)
>   rename tests/spec/arb_enhanced_layouts/linker/component-layout/{vs-to-fs-type-mismatch-signed-unsigned.shader_test => vs-to-fs-signed-unsigned.shader_test} (93%)
> 
> diff --git a/tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-type-mismatch-signed-unsigned.shader_test b/tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-signed-unsigned.shader_test
> similarity index 93%
> rename from tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-type-mismatch-signed-unsigned.shader_test
> rename to tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-signed-unsigned.shader_test
> index 34d1138cd..8fc9b54bf 100644
> --- a/tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-type-mismatch-signed-unsigned.shader_test
> +++ b/tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-signed-unsigned.shader_test
> @@ -23,10 +23,10 @@ GL_ARB_separate_shader_objects
>   #extension GL_ARB_separate_shader_objects: require
>   
>   // consume X/Y/Z components
> -layout(location = 0) out ivec3 a;
> +layout(location = 0) flat out ivec3 a;
>   
>   // consumes W component
> -layout(location = 0, component = 3) out uint b;
> +layout(location = 0, component = 3) flat out uint b;
>   
>   void main()
>   {
> @@ -53,4 +53,4 @@ void main()
>   }
>   
>   [test]
> -link error
> +link success
> diff --git a/tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-type-mismatch-double-float.shader_test b/tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-type-mismatch-double-float.shader_test
> index 8f11bf131..ed596b3dc 100644
> --- a/tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-type-mismatch-double-float.shader_test
> +++ b/tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-type-mismatch-double-float.shader_test
> @@ -28,7 +28,7 @@ GL_ARB_separate_shader_objects
>   layout(location = 7, component = 0) flat out double a;
>   
>   // consumes Z component
> -layout(location = 7, component = 2) out float b;
> +layout(location = 7, component = 2) flat out float b;
>   
>   void main()
>   {
> @@ -48,7 +48,7 @@ out vec4 color;
>   layout(location = 7, component = 0) flat in double a;
>   
>   // consumes Z component
> -layout(location = 7, component = 2) in float b;
> +layout(location = 7, component = 2) flat in float b;
>   
>   void main()
>   {
> diff --git a/tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-type-mismatch-unsigned-float.shader_test b/tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-type-mismatch-unsigned-float.shader_test
> index 39c37f6ac..d22d91c57 100644
> --- a/tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-type-mismatch-unsigned-float.shader_test
> +++ b/tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-type-mismatch-unsigned-float.shader_test
> @@ -23,10 +23,10 @@ GL_ARB_separate_shader_objects
>   #extension GL_ARB_separate_shader_objects: require
>   
>   // consume X/Y/Z components
> -layout(location = 0) out uvec3 a;
> +layout(location = 0) flat out uvec3 a;
>   
>   // consumes W component
> -layout(location = 0, component = 3) out float b;
> +layout(location = 0, component = 3) flat out float b;
>   
>   void main()
>   {
> 


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