From: Dave Airlie <[email protected]>
evergreen has no vertex shader ssbo, just skip on it.
---
tests/spec/arb_shader_storage_buffer_object/max-ssbo-size.c | 7 +++++++
1 file changed, 7 insertions(+)
diff --git a/tests/spec/arb_shader_storage_buffer_object/max-ssbo-size.c
b/tests/spec/arb_shader_storage_buffer_object/max-ssbo-size.c
index 4af70aa..4c0d039 100644
--- a/tests/spec/arb_shader_storage_buffer_object/max-ssbo-size.c
+++ b/tests/spec/arb_shader_storage_buffer_object/max-ssbo-size.c
@@ -117,6 +117,7 @@ piglit_display(void)
size_t size;
bool pass = true;
bool link_should_fail;
+ GLint num_vertex_ssbo;
const float green[4] = { 0, 1, 0, 0 };
int test_index;
@@ -127,17 +128,23 @@ piglit_display(void)
printf("Max shader storage block size: %d\n", max_size);
vec4s = max_size / 4 / 4;
+ glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &num_vertex_ssbo);
+
switch (mode) {
case VS:
target = GL_VERTEX_SHADER;
link_should_fail = false;
test_index = vec4s - 1;
+ if (num_vertex_ssbo == 0)
+ piglit_report_result(PIGLIT_SKIP);
break;
case VS_EXCEED:
target = GL_VERTEX_SHADER;
link_should_fail = true;
vec4s++;
test_index = vec4s - 2;
+ if (num_vertex_ssbo == 0)
+ piglit_report_result(PIGLIT_SKIP);
break;
case FS:
target = GL_FRAGMENT_SHADER;
--
2.9.5
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