Reviewed-by: Tapani Pälli <[email protected]>

On 12/16/2015 07:59 AM, Timothy Arceri wrote:
Test results:
Nvidia GeForce 840M - NVIDIA 352.41: pass
Mesa 11.2 (dev): fail
---
  ...-fs-explicit-location-overlap-block.shader_test | 54 ++++++++++++++++++++++
  ...fs-explicit-location-overlap-struct.shader_test | 54 ++++++++++++++++++++++
  2 files changed, 108 insertions(+)
  create mode 100644 
tests/spec/arb_separate_shader_objects/linker/vs-to-fs-explicit-location-overlap-block.shader_test
  create mode 100644 
tests/spec/arb_separate_shader_objects/linker/vs-to-fs-explicit-location-overlap-struct.shader_test

diff --git 
a/tests/spec/arb_separate_shader_objects/linker/vs-to-fs-explicit-location-overlap-block.shader_test
 
b/tests/spec/arb_separate_shader_objects/linker/vs-to-fs-explicit-location-overlap-block.shader_test
new file mode 100644
index 0000000..228adc4
--- /dev/null
+++ 
b/tests/spec/arb_separate_shader_objects/linker/vs-to-fs-explicit-location-overlap-block.shader_test
@@ -0,0 +1,54 @@
+// Test for explicit varying location overlap by interface blocks
+
+[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 out1;
+       vec4 out2;
+} b;
+
+layout(location = 1) out vec4 out3;
+
+void main()
+{
+       gl_Position = piglit_vertex;
+       b.out1 = vec4(1.0, 0.0, 0.0, 1.0);
+       b.out2 = vec4(1.0, 1.0, 0.0, 1.0);
+       out3 = vec4(0.0);
+}
+
+[fragment shader]
+#version 150
+#extension GL_ARB_separate_shader_objects : require
+
+uniform int i;
+
+layout(location = 0) in Block {
+       vec4 out1;
+       vec4 out2;
+} b;
+
+layout(location = 1) in vec4 out3;
+
+out vec4 color;
+
+void main()
+{
+       if (i == 0)
+               color = b.out1;
+       else if (i == 1)
+               color = b.out2;
+       else
+               color = out3;
+}
+
+[test]
+link error
diff --git 
a/tests/spec/arb_separate_shader_objects/linker/vs-to-fs-explicit-location-overlap-struct.shader_test
 
b/tests/spec/arb_separate_shader_objects/linker/vs-to-fs-explicit-location-overlap-struct.shader_test
new file mode 100644
index 0000000..d32cceb
--- /dev/null
+++ 
b/tests/spec/arb_separate_shader_objects/linker/vs-to-fs-explicit-location-overlap-struct.shader_test
@@ -0,0 +1,54 @@
+// Test for explicit varying location overlap by structs
+
+[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 struct S {
+       vec4 out1;
+       vec4 out2;
+} s;
+
+layout(location = 1) out vec4 out3;
+
+void main()
+{
+       gl_Position = piglit_vertex;
+       s.out1 = vec4(1.0, 0.0, 0.0, 1.0);
+       s.out2 = vec4(1.0, 1.0, 0.0, 1.0);
+       out3 = vec4(0.0);
+}
+
+[fragment shader]
+#version 150
+#extension GL_ARB_separate_shader_objects : require
+
+uniform int i;
+
+layout(location = 0) in struct S {
+       vec4 out1;
+       vec4 out2;
+} s;
+
+layout(location = 1) in vec4 out3;
+
+out vec4 color;
+
+void main()
+{
+       if (i == 0)
+               color = s.out1;
+       else if (i == 1)
+               color = s.out2;
+       else
+               color = out3;
+}
+
+[test]
+link error

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