Reviewed-by: Tapani Pälli <tapani.pa...@intel.com>
On 11/30/2015 09:42 AM, Timothy Arceri wrote:
Test results: Nvidia GeForce 840M - NVIDIA 352.41: pass i965 - Mesa 11.2-dev: fail --- .../execution/layout-location-struct.shader_test | 51 ++++++++++++++++++++++ 1 file changed, 51 insertions(+) create mode 100644 tests/spec/arb_separate_shader_objects/execution/layout-location-struct.shader_test diff --git a/tests/spec/arb_separate_shader_objects/execution/layout-location-struct.shader_test b/tests/spec/arb_separate_shader_objects/execution/layout-location-struct.shader_test new file mode 100644 index 0000000..b6b3d1c --- /dev/null +++ b/tests/spec/arb_separate_shader_objects/execution/layout-location-struct.shader_test @@ -0,0 +1,51 @@ +// Test that inputs and outputs are assigned the correct location when using +// a struct 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 struct S { + vec4 a; +} s; + +layout(location = 2) out struct S2 { + vec4 a; +} s2; + +void main() +{ + s.a = vec4(1.0, 0.0, 0.0, 1.0); + s2.a = 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 struct S { + vec4 a; +} s; + +layout(location = 0) in struct S1 { + vec4 a; +} s2; + +out vec4 color; + +void main() +{ + color = s2.a; +} + +[test] +draw rect -1 -1 2 2 +probe all rgb 1 0 0
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