Test results:
Nvidia GeForce 840M - NVIDIA 352.41: pass
Mesa 11.2 (dev): crash
---
 .../vs-to-fs-explicit-location-overlap.shader_test | 52 ++++++++++++++++++++++
 1 file changed, 52 insertions(+)
 create mode 100644 
tests/spec/arb_gpu_shader_fp64/linker/vs-to-fs-explicit-location-overlap.shader_test

diff --git 
a/tests/spec/arb_gpu_shader_fp64/linker/vs-to-fs-explicit-location-overlap.shader_test
 
b/tests/spec/arb_gpu_shader_fp64/linker/vs-to-fs-explicit-location-overlap.shader_test
new file mode 100644
index 0000000..d5f04a0
--- /dev/null
+++ 
b/tests/spec/arb_gpu_shader_fp64/linker/vs-to-fs-explicit-location-overlap.shader_test
@@ -0,0 +1,52 @@
+// From section 4.4.1 (Input Layout Qualifiers) of the GLSL 4.50 spec:
+//
+//    "If a non-vertex shader input is a scalar or vector type other than
+//    dvec3 or dvec4, it will consume a single location, while types dvec3 or 
+//    dvec4 will consume two consecutive locations."
+
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader_fp64
+GL_ARB_separate_shader_objects
+
+[vertex shader]
+#version 150
+#extension GL_ARB_gpu_shader_fp64 : require
+#extension GL_ARB_separate_shader_objects : require
+
+in vec4 piglit_vertex;
+
+layout(location = 0) flat out dvec4 dout1;
+layout(location = 1) flat out dvec4 dout2;
+
+void main()
+{
+       gl_Position = piglit_vertex;
+       dout1 = dvec4(1.0);
+       dout2 = dvec4(0.0);
+}
+
+[fragment shader]
+#version 150
+#extension GL_ARB_gpu_shader_fp64 : require
+#extension GL_ARB_separate_shader_objects : require
+
+uniform dvec4 expected;
+
+layout(location = 0) flat in dvec4 dout1;
+layout(location = 1) flat in dvec4 dout2;
+
+out vec4 color;
+
+void main()
+{
+       if (expected == dout1)
+               color = vec4(1.0, 0.0, 0.0, 1.0);
+       else if (expected == dout2)
+               color = vec4(1.0, 1.0, 0.0, 1.0);
+       else
+               color = vec4(1.0, 1.0, 1.0, 1.0);
+}
+
+[test]
+link error
-- 
2.4.3

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