From: Timothy Arceri <timothy.arc...@collabora.com> Inputs to geometry shaders must be an array. --- .../arb_separate_shader_objects/compiler/1.50/layout-location.geom | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-)
diff --git a/tests/spec/arb_separate_shader_objects/compiler/1.50/layout-location.geom b/tests/spec/arb_separate_shader_objects/compiler/1.50/layout-location.geom index f34cf2e..339ff3d 100644 --- a/tests/spec/arb_separate_shader_objects/compiler/1.50/layout-location.geom +++ b/tests/spec/arb_separate_shader_objects/compiler/1.50/layout-location.geom @@ -9,14 +9,16 @@ layout(points) in; layout(points) out; -layout(location = 0) in vec4 in_position; +layout(location = 0) in vec4 in_position[]; layout(location = 0) out vec4 position; layout(location = 1) out vec4 color; void main() { - position = in_position; + for (int i = 0; i < gl_in.length(); i++) { + position = in_position[i]; color = vec4(0); EmitVertex(); + } } -- 2.4.3 _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/piglit