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 _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/piglit