From: Dave Airlie <airl...@redhat.com>

As for previous test, suggestions for a better location,

This tests redeclaring a struct like UE4 does works with mesa.

Signed-off-by: Dave Airlie <airl...@redhat.com>
---
 .../execution/redecl-struct.shader_test            | 35 ++++++++++++++++++++++
 1 file changed, 35 insertions(+)
 create mode 100644 
tests/spec/arb_separate_shader_objects/execution/redecl-struct.shader_test

diff --git 
a/tests/spec/arb_separate_shader_objects/execution/redecl-struct.shader_test 
b/tests/spec/arb_separate_shader_objects/execution/redecl-struct.shader_test
new file mode 100644
index 0000000..e613f6f
--- /dev/null
+++ b/tests/spec/arb_separate_shader_objects/execution/redecl-struct.shader_test
@@ -0,0 +1,35 @@
+# pass an anon struct from one stage to another
+[require]
+GLSL >= 3.30
+GL_ARB_separate_shader_objects
+
+[vertex shader]
+#version 330
+#extension GL_ARB_separate_shader_objects: require
+
+layout(location=1) out struct TC0 { vec4 Data; } mycolor;
+layout(location=2) out struct TC0 { vec4 Data; } mycolor2;
+in vec4 piglit_vertex;
+
+void main()
+{
+       gl_Position = piglit_vertex;
+       mycolor.Data = vec4(0.5, 0.5, 0.0, 1.0);
+       mycolor2.Data = vec4(-0.5, 0.5, 0.0, 0.0);
+}
+
+[fragment shader]
+#version 330
+#extension GL_ARB_separate_shader_objects: require
+
+layout(location = 1) in struct TC0 { vec4 Data; } mycolor;
+layout(location = 2) in struct TC0 { vec4 Data; } mycolor2;
+
+void main()
+{
+       gl_FragColor = vec4(mycolor.Data + mycolor2.Data);
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
-- 
2.5.5

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