I filled a spec bug for this as the GL Core spec seems to conflict
with the GLSL spec on this and its been confirmed that they are
not intended to be allowed.
---
.../component-layout/matrix-array-attribute.vert | 20
.../compiler/component-layout/matrix-attribute.vert |
On 01/25/2016 01:43 PM, Timothy Arceri wrote:
Also move them out of the shaders folder.
From Section 7.3 (PROGRAM OBJECTS) of the OpenGL 4.5 spec:
"Linking can fail for a variety of reasons as specified in the
OpenGL Shading Language Specification, as well as any of the
https://bugs.freedesktop.org/show_bug.cgi?id=93856
Bug ID: 93856
Summary: piglit summary aggregate problem
Product: piglit
Version: unspecified
Hardware: Other
OS: All
Status: NEW
Severity: normal
On 01/25/2016 06:15 AM, Ilia Mirkin wrote:
> It's _really_ difficult to tell what you've changed -- could you
> resend with the diff generated with -M? (That flag should be accepted
> by format-patch as well.)
I like that! I was going to suggest submitting to patches (one that
moves the test,
As Tapani pointed out, this change is not valid for compatibility
profile... and both of these tests currently pass on Mesa.
Looking at the two tests, I'm not sure what the value is of having both.
glsl-link-empty-prog-01.c appears to try to reproduce a bug when
linking a program with no shaders
There are two tests, the second test covers what the first
test is doing plus more, so remove the first test.
Add a check that glUseProgram doesn't generate an error when
linked program is empty.
Finally move the remaining test out of the shaders folder.
Cc: Ilia Mirkin
From Section 7.3 (PROGRAM OBJECTS) of the OpenGL 4.5 spec:
"Linking can fail for a variety of reasons as specified in the
OpenGL Shading Language Specification, as well as any of the
following reasons:
- No shader objects are attached to program."
Cc: Ian Romanick
Also move them out of the shaders folder.
From Section 7.3 (PROGRAM OBJECTS) of the OpenGL 4.5 spec:
"Linking can fail for a variety of reasons as specified in the
OpenGL Shading Language Specification, as well as any of the
following reasons:
- No shader objects are attached to