summaryrefslogtreecommitdiff
path: root/tests
diff options
context:
space:
mode:
authorBrian Paul <brianp@vmware.com>2015-01-26 09:13:07 -0700
committerBrian Paul <brianp@vmware.com>2015-01-27 17:38:06 -0700
commit660a651e8b349a60f707847b4a3a57d0d26a9e58 (patch)
treeec01d74e984374467fb22e40fda659c9a7c5def6 /tests
parent6dad8fb4602f0f10d6e1a34a460675c4cf90e6f2 (diff)
Add a new shader attachment/link ordering test.
AFAICT, the GL and GLSL specs don't say anything about the significance of the order in which shaders are attached to a program object. For example, if there's two vertex shader A and B, it shouldn't matter if they're attached in order A,B or B,A. This pair of shader tests exercises that. Both pass with Mesa but the "b-a" case fails with NVIDIA. Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Diffstat (limited to 'tests')
-rw-r--r--tests/spec/glsl-1.20/linker/link-order-a-b.shader_test44
-rw-r--r--tests/spec/glsl-1.20/linker/link-order-b-a.shader_test44
2 files changed, 88 insertions, 0 deletions
diff --git a/tests/spec/glsl-1.20/linker/link-order-a-b.shader_test b/tests/spec/glsl-1.20/linker/link-order-a-b.shader_test
new file mode 100644
index 000000000..81406f5ac
--- /dev/null
+++ b/tests/spec/glsl-1.20/linker/link-order-a-b.shader_test
@@ -0,0 +1,44 @@
+# Test linking two vertex shaders.
+# The GLSL and GL specs don't say anything about the order of
+# shaders attached to program objects being significant.
+# So attaching shader 'A' and then attaching shader 'B' should be the
+# same as attaching 'B' then 'A'.
+#
+# Derived from tests/shaders/glsl-link-array-01.shader_test
+#
+# See also link-order-b-a.shader_test
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+// Shader A
+vec4 vals[];
+
+void set_position()
+{
+ gl_Position = vals[1];
+}
+
+[vertex shader]
+// Shader B
+vec4 vals[2];
+
+void set_position();
+
+void main()
+{
+ vals[1] = gl_Vertex;
+ set_position();
+}
+
+
+[fragment shader]
+void main()
+{
+ gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0);
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-1.20/linker/link-order-b-a.shader_test b/tests/spec/glsl-1.20/linker/link-order-b-a.shader_test
new file mode 100644
index 000000000..24bfa7e0b
--- /dev/null
+++ b/tests/spec/glsl-1.20/linker/link-order-b-a.shader_test
@@ -0,0 +1,44 @@
+# Test linking two vertex shaders.
+# The GLSL and GL specs don't say anything about the order of
+# shaders attached to program objects being significant.
+# So attaching shader 'A' and then attaching shader 'B' should be the
+# same as attaching 'B' then 'A'.
+#
+# Derived from tests/shaders/glsl-link-array-01.shader_test
+#
+# See also link-order-a-b.shader_test
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+// Shader B
+vec4 vals[2];
+
+void set_position();
+
+void main()
+{
+ vals[1] = gl_Vertex;
+ set_position();
+}
+
+[vertex shader]
+// Shader A
+vec4 vals[];
+
+void set_position()
+{
+ gl_Position = vals[1];
+}
+
+
+[fragment shader]
+void main()
+{
+ gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0);
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 0.0