Re: [Piglit] [PATCH] glsl-1.30: add linker test for inter stage in/out vars usage

2018-08-29 Thread Timothy Arceri

On 28/08/18 17:19, Vadim Shovkoplias wrote:

Hi Timothy,

Thanks for the review! Can you please push this patch ?


Pushed. Thanks for the patch.



вт, 28 авг. 2018 г. в 3:45, Timothy Arceri >:


Reviewed-by: Timothy Arceri mailto:tarc...@itsqueeze.com>>

On 27/08/18 22:19, Vadym Shovkoplias wrote:
 > This test exposes a Mesa GLSL linker bug. The test fails with the
 > following error message:
 >
 >     error: fragment shader input `foo' has no matching output in
the previous
 >            stage
 >
 > Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105731
 > Signed-off-by: Vadym Shovkoplias
mailto:vadym.shovkopl...@globallogic.com>>
 > ---
 >   ...rstage-multiple-vertex-objects.shader_test | 33
+++
 >   1 file changed, 33 insertions(+)
 >   create mode 100644
tests/spec/glsl-1.30/linker/interstage-multiple-vertex-objects.shader_test
 >
 > diff --git
a/tests/spec/glsl-1.30/linker/interstage-multiple-vertex-objects.shader_test
b/tests/spec/glsl-1.30/linker/interstage-multiple-vertex-objects.shader_test
 > new file mode 100644
 > index 0..dd168d434
 > --- /dev/null
 > +++
b/tests/spec/glsl-1.30/linker/interstage-multiple-vertex-objects.shader_test
 > @@ -0,0 +1,33 @@
 > +# Exercises a Mesa GLSL linker bug.
 > +#
 > +# Output "foo" variable is not used in the "main" vertex shader
 > +# but used in fragment shader
 > +
 > +[require]
 > +GLSL >= 1.30
 > +
 > +[vertex shader]
 > +out vec4 foo;
 > +void unused()
 > +{
 > +    foo=vec4(1);
 > +}
 > +
 > +[vertex shader]
 > +in vec4 pos;
 > +void main()
 > +{
 > +    gl_Position = pos;
 > +}
 > +
 > +[fragment shader]
 > +in vec4 foo;
 > +out vec4 color;
 > +
 > +void main()
 > +{
 > +    gl_FragColor=foo;
 > +}
 > +
 > +[test]
 > +link success
 >


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Re: [Piglit] [PATCH] glsl-1.30: add linker test for inter stage in/out vars usage

2018-08-28 Thread Vadim Shovkoplias
Hi Timothy,

Thanks for the review! Can you please push this patch ?

вт, 28 авг. 2018 г. в 3:45, Timothy Arceri :

> Reviewed-by: Timothy Arceri 
>
> On 27/08/18 22:19, Vadym Shovkoplias wrote:
> > This test exposes a Mesa GLSL linker bug. The test fails with the
> > following error message:
> >
> > error: fragment shader input `foo' has no matching output in the
> previous
> >stage
> >
> > Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105731
> > Signed-off-by: Vadym Shovkoplias 
> > ---
> >   ...rstage-multiple-vertex-objects.shader_test | 33 +++
> >   1 file changed, 33 insertions(+)
> >   create mode 100644
> tests/spec/glsl-1.30/linker/interstage-multiple-vertex-objects.shader_test
> >
> > diff --git
> a/tests/spec/glsl-1.30/linker/interstage-multiple-vertex-objects.shader_test
> b/tests/spec/glsl-1.30/linker/interstage-multiple-vertex-objects.shader_test
> > new file mode 100644
> > index 0..dd168d434
> > --- /dev/null
> > +++
> b/tests/spec/glsl-1.30/linker/interstage-multiple-vertex-objects.shader_test
> > @@ -0,0 +1,33 @@
> > +# Exercises a Mesa GLSL linker bug.
> > +#
> > +# Output "foo" variable is not used in the "main" vertex shader
> > +# but used in fragment shader
> > +
> > +[require]
> > +GLSL >= 1.30
> > +
> > +[vertex shader]
> > +out vec4 foo;
> > +void unused()
> > +{
> > +foo=vec4(1);
> > +}
> > +
> > +[vertex shader]
> > +in vec4 pos;
> > +void main()
> > +{
> > +gl_Position = pos;
> > +}
> > +
> > +[fragment shader]
> > +in vec4 foo;
> > +out vec4 color;
> > +
> > +void main()
> > +{
> > +gl_FragColor=foo;
> > +}
> > +
> > +[test]
> > +link success
> >
>
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Re: [Piglit] [PATCH] glsl-1.30: add linker test for inter stage in/out vars usage

2018-08-27 Thread Timothy Arceri

Reviewed-by: Timothy Arceri 

On 27/08/18 22:19, Vadym Shovkoplias wrote:

This test exposes a Mesa GLSL linker bug. The test fails with the
following error message:

error: fragment shader input `foo' has no matching output in the previous
   stage

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105731
Signed-off-by: Vadym Shovkoplias 
---
  ...rstage-multiple-vertex-objects.shader_test | 33 +++
  1 file changed, 33 insertions(+)
  create mode 100644 
tests/spec/glsl-1.30/linker/interstage-multiple-vertex-objects.shader_test

diff --git 
a/tests/spec/glsl-1.30/linker/interstage-multiple-vertex-objects.shader_test 
b/tests/spec/glsl-1.30/linker/interstage-multiple-vertex-objects.shader_test
new file mode 100644
index 0..dd168d434
--- /dev/null
+++ b/tests/spec/glsl-1.30/linker/interstage-multiple-vertex-objects.shader_test
@@ -0,0 +1,33 @@
+# Exercises a Mesa GLSL linker bug.
+#
+# Output "foo" variable is not used in the "main" vertex shader
+# but used in fragment shader
+
+[require]
+GLSL >= 1.30
+
+[vertex shader]
+out vec4 foo;
+void unused()
+{
+foo=vec4(1);
+}
+
+[vertex shader]
+in vec4 pos;
+void main()
+{
+gl_Position = pos;
+}
+
+[fragment shader]
+in vec4 foo;
+out vec4 color;
+
+void main()
+{
+gl_FragColor=foo;
+}
+
+[test]
+link success


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[Piglit] [PATCH] glsl-1.30: add linker test for inter stage in/out vars usage

2018-08-27 Thread Vadym Shovkoplias
This test exposes a Mesa GLSL linker bug. The test fails with the
following error message:

   error: fragment shader input `foo' has no matching output in the previous
  stage

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105731
Signed-off-by: Vadym Shovkoplias 
---
 ...rstage-multiple-vertex-objects.shader_test | 33 +++
 1 file changed, 33 insertions(+)
 create mode 100644 
tests/spec/glsl-1.30/linker/interstage-multiple-vertex-objects.shader_test

diff --git 
a/tests/spec/glsl-1.30/linker/interstage-multiple-vertex-objects.shader_test 
b/tests/spec/glsl-1.30/linker/interstage-multiple-vertex-objects.shader_test
new file mode 100644
index 0..dd168d434
--- /dev/null
+++ b/tests/spec/glsl-1.30/linker/interstage-multiple-vertex-objects.shader_test
@@ -0,0 +1,33 @@
+# Exercises a Mesa GLSL linker bug.
+#
+# Output "foo" variable is not used in the "main" vertex shader
+# but used in fragment shader
+
+[require]
+GLSL >= 1.30
+
+[vertex shader]
+out vec4 foo;
+void unused()
+{
+foo=vec4(1);
+}
+
+[vertex shader]
+in vec4 pos;
+void main()
+{
+gl_Position = pos;
+}
+
+[fragment shader]
+in vec4 foo;
+out vec4 color;
+
+void main()
+{
+gl_FragColor=foo;
+}
+
+[test]
+link success
-- 
2.18.0

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