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 <[email protected]>
---
.../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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