On 22 February 2013 15:23, Jordan Justen <[email protected]> wrote: > On Fri, Feb 22, 2013 at 10:07 AM, Paul Berry <[email protected]> > wrote: > > On 17 February 2013 10:31, Jordan Justen <[email protected]> > wrote: > >> > >> This tests to see if an interface block with a type mismatch > >> between the VS and FS causes a link error. > >> > >> Signed-off-by: Jordan Justen <[email protected]> > >> --- > >> ...terface-blocks-member-type-mismatch.shader_test | 28 > >> ++++++++++++++++++++ > >> 1 file changed, 28 insertions(+) > >> create mode 100644 > >> > tests/spec/glsl-1.50/linker/interface-blocks-member-type-mismatch.shader_test > >> > >> diff --git > >> > a/tests/spec/glsl-1.50/linker/interface-blocks-member-type-mismatch.shader_test > >> > b/tests/spec/glsl-1.50/linker/interface-blocks-member-type-mismatch.shader_test > >> new file mode 100644 > >> index 0000000..a996a4d > >> --- /dev/null > >> +++ > >> > b/tests/spec/glsl-1.50/linker/interface-blocks-member-type-mismatch.shader_test > >> @@ -0,0 +1,28 @@ > >> +[require] > >> +GLSL >= 1.50 > >> + > >> +[vertex shader] > >> +#version 150 > >> + > >> +uniform block { > >> + vec4 a; // a is vec3 in FS > >> +} inst_a; > >> + > >> +void main() > >> +{ > > > > > > Although GLSL 1.50 no longer requires the shader to assign to > gl_Position, > > I'm aware of at least one implementation (Apple with AMD chipsets) which > > runs into problems if gl_Position is not assigned. To be on the safe > side, > > I would recommend inserting "gl_Position = vec4(0.0);" here, just so > that an > > implementation won't erroneously pass this test due to bugs with > > gl_Position. > > > > I'd recommend making similar changes to patches 4-6. > > I'll add it for 3 & 6 since they are negative tests. We wouldn't want > to add this for tests that are expected to pass, right? > > -Jordan >
Sure, I could go either way on what we do with the positive tests.
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