Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=85564 --- .../large-number-of-unused-varyings.shader_test | 51 ++++++++++++++++++++++ 1 file changed, 51 insertions(+) create mode 100644 tests/spec/arb_separate_shader_objects/linker/large-number-of-unused-varyings.shader_test
diff --git a/tests/spec/arb_separate_shader_objects/linker/large-number-of-unused-varyings.shader_test b/tests/spec/arb_separate_shader_objects/linker/large-number-of-unused-varyings.shader_test new file mode 100644 index 0000000..f7a37fa --- /dev/null +++ b/tests/spec/arb_separate_shader_objects/linker/large-number-of-unused-varyings.shader_test @@ -0,0 +1,51 @@ +// Test that a large number of unused varyings doesn't cause any issues during +// linking. This reproduces a bug seen in the game Dead Island. + +[require] +GLSL >= 1.40 +GL_ARB_separate_shader_objects +SSO ENABLED + +[vertex shader] +#version 140 +#extension GL_ARB_separate_shader_objects: require + +in vec4 piglit_vertex; + +out vec4 a; +out vec4 b; +out vec4 c; +out vec4 d; +out vec4 e; +out vec4 f; + +void main() +{ + a = vec4(1.0, 0.0, 0.0, 1.0); + + gl_Position = piglit_vertex; +} + +[fragment shader] +#version 140 +#extension GL_ARB_separate_shader_objects: require + +uniform vec4 u; + +in vec4 a; +in vec4 b; +in vec4 c; +in vec4 d; +in vec4 e; +in vec4 f; + + +out vec4 color; + +void main() +{ + color = u; +} + +[test] +link success -- 2.5.0 _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/piglit