Test results: Nvidia GeForce 840M - NVIDIA 352.41: pass i965 - Mesa 11.2-dev: fail --- .../execution/layout-location-block.shader_test | 51 ++++++++++++++++++++++ .../layout-location-named-block.shader_test | 51 ++++++++++++++++++++++ 2 files changed, 102 insertions(+) create mode 100644 tests/spec/arb_separate_shader_objects/execution/layout-location-block.shader_test create mode 100644 tests/spec/arb_separate_shader_objects/execution/layout-location-named-block.shader_test
diff --git a/tests/spec/arb_separate_shader_objects/execution/layout-location-block.shader_test b/tests/spec/arb_separate_shader_objects/execution/layout-location-block.shader_test new file mode 100644 index 0000000..76b4cd1 --- /dev/null +++ b/tests/spec/arb_separate_shader_objects/execution/layout-location-block.shader_test @@ -0,0 +1,51 @@ +// Test that inputs and outputs are assigned the correct location when using +// interface blocks 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 block { + vec4 a; +}; + +layout(location = 2) out block2 { + vec4 b; +}; + +void main() +{ + a = vec4(1.0, 0.0, 0.0, 1.0); + b = 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 block { + vec4 a; +}; + +layout(location = 0) in block2 { + vec4 b; +}; + +out vec4 color; + +void main() +{ + color = b; +} + +[test] +draw rect -1 -1 2 2 +probe all rgb 1 0 0 diff --git a/tests/spec/arb_separate_shader_objects/execution/layout-location-named-block.shader_test b/tests/spec/arb_separate_shader_objects/execution/layout-location-named-block.shader_test new file mode 100644 index 0000000..51bf7c5 --- /dev/null +++ b/tests/spec/arb_separate_shader_objects/execution/layout-location-named-block.shader_test @@ -0,0 +1,51 @@ +// Test that inputs and outputs are assigned the correct location when using +// interface blocks 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 block { + vec4 a; +} name; + +layout(location = 2) out block2 { + vec4 a; +} name2; + +void main() +{ + name.a = vec4(0.0, 1.0, 1.0, 1.0); + name2.a = vec4(1.0, 0.0, 0.0, 1.0); + + gl_Position = piglit_vertex; +} + +[fragment shader] +#version 150 +#extension GL_ARB_separate_shader_objects: require + +layout(location = 2) in block { + vec4 a; +} name; + +layout(location = 0) in block2 { + vec4 a; +} name2; + +out vec4 color; + +void main() +{ + color = name.a; +} + +[test] +draw rect -1 -1 2 2 +probe all rgb 1 0 0 -- 2.4.3 _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/piglit