Adding additional in/out variable exposes new GLSL linker bug.
The test fails with the following error message:

    Failed to link:
    error: fragment shader input `bar' has no matching output
           in the previous stage

Signed-off-by: Vadym Shovkoplias <vadym.shovkopl...@globallogic.com>
---
 .../linker/interstage-multiple-vertex-objects.shader_test    | 5 ++++-
 1 file changed, 4 insertions(+), 1 deletion(-)

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
index dd168d434..39838b1f2 100644
--- 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
@@ -8,8 +8,10 @@ GLSL >= 1.30
 
 [vertex shader]
 out vec4 foo;
+out vec4 bar;
 void unused()
 {
+    bar=vec4(0);
     foo=vec4(1);
 }
 
@@ -22,11 +24,12 @@ void main()
 
 [fragment shader]
 in vec4 foo;
+in vec4 bar;
 out vec4 color;
 
 void main()
 {
-    gl_FragColor=foo;
+    gl_FragColor=foo*bar;
 }
 
 [test]
-- 
2.19.1

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