These patches are getting very old. I'll soon push them upstream unless I hear otherwise.
On Mon, Mar 10, 2014 at 11:38 AM, Anuj Phogat <[email protected]> wrote: > Signed-off-by: Anuj Phogat <[email protected]> > --- > .../compiler/overlapping-attrib-locations-1.vert | 28 > ++++++++++++++++++++++ > .../compiler/overlapping-attrib-locations-2.vert | 28 > ++++++++++++++++++++++ > 2 files changed, 56 insertions(+) > create mode 100644 > tests/spec/arb_explicit_attrib_location/1.10/compiler/overlapping-attrib-locations-1.vert > create mode 100644 > tests/spec/arb_explicit_attrib_location/1.10/compiler/overlapping-attrib-locations-2.vert > > diff --git > a/tests/spec/arb_explicit_attrib_location/1.10/compiler/overlapping-attrib-locations-1.vert > > b/tests/spec/arb_explicit_attrib_location/1.10/compiler/overlapping-attrib-locations-1.vert > new file mode 100644 > index 0000000..af3b8ae > --- /dev/null > +++ > b/tests/spec/arb_explicit_attrib_location/1.10/compiler/overlapping-attrib-locations-1.vert > @@ -0,0 +1,28 @@ > +// [config] > +// expect_result: pass > +// glsl_version: 1.10 > +// check_link: true > +// [end config] > +// > +// Binding more than one attribute name to the same location is referred > +// to as aliasing. It is allowed only on vertex shader input variables > +// in OpenGL (2.0 and above). Check that vertex shader compiles and links > +// successfully in case of overlapping input attribute locations. This > +// shader uses attributes of same size with same locations. > + > +#version 110 > +#extension GL_ARB_explicit_attrib_location : require > + > +layout(location=0) in vec4 p0; > +layout(location=0) in vec4 p1; > +uniform int x; > + > +void main() > +{ > + if (x == 0) > + gl_Position = p0; > + else if (x == 1) > + gl_Position = p1; > + else > + gl_Position = vec4(0.0); > +} > diff --git > a/tests/spec/arb_explicit_attrib_location/1.10/compiler/overlapping-attrib-locations-2.vert > > b/tests/spec/arb_explicit_attrib_location/1.10/compiler/overlapping-attrib-locations-2.vert > new file mode 100644 > index 0000000..81af940 > --- /dev/null > +++ > b/tests/spec/arb_explicit_attrib_location/1.10/compiler/overlapping-attrib-locations-2.vert > @@ -0,0 +1,28 @@ > +// [config] > +// expect_result: pass > +// glsl_version: 1.10 > +// check_link: true > +// [end config] > +// > +// Binding more than one attribute name to the same location is referred > +// to as aliasing. It is allowed only on vertex shader input variables > +// in OpenGL (2.0 and above). Check that vertex shader compiles and links > +// successfully in case of overlapping input attribute locations. This > +// shader uses attributes of different sizes with overlapping locations. > + > +#version 110 > +#extension GL_ARB_explicit_attrib_location : require > + > +layout(location=0) in mat4 mat; > +layout(location=3) in vec4 p; > +uniform int x; > + > +void main() > +{ > + if (x == 0) > + gl_Position = mat * vec4(1.0); > + else if (x == 1) > + gl_Position = p; > + else > + gl_Position = vec4(0.0); > +} > -- > 1.8.3.1 > _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
