X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=tests%2Fglsl%2Fignore_array_in_geometry_passthrough.glsl;h=62e4d7932bd6cbd78c730c9d6f1e416997faa5db;hb=HEAD;hp=2b3eea26fac33ce14d14dd8e0ec69283b8da9dad;hpb=16c02e4dc3c9a10df15d4ddca2afd29cf3be8d73;p=libs%2Fgl.git diff --git a/tests/glsl/ignore_array_in_geometry_passthrough.glsl b/tests/glsl/ignore_array_in_geometry_passthrough.glsl index 2b3eea26..b6160968 100644 --- a/tests/glsl/ignore_array_in_geometry_passthrough.glsl +++ b/tests/glsl/ignore_array_in_geometry_passthrough.glsl @@ -1,4 +1,7 @@ -uniform mat4 vp_matrix; +layout(push_constant) uniform Transform +{ + mat4 vp_matrix; +}; uniform sampler2D tex; #pragma MSP stage(vertex) @@ -14,7 +17,7 @@ void main() #pragma MSP stage(geometry) layout(triangles) in; -layout(triangles, max_vertices=3) out; +layout(triangle_strip, max_vertices=3) out; void main() { for(int i=0; i<3; ++i) @@ -31,24 +34,29 @@ void main() frag_color = texture(tex, texcoord); } +// Target API: Vulkan + /* Expected output: vertex -uniform mat4 vp_matrix; +layout(push_constant) uniform Transform +{ + mat4 vp_matrix; +}; layout(location=0) in vec4 position; layout(location=1) in vec2 texcoord; layout(location=2) in vec4 instance_transform[3]; -out vec2 _vs_out_texcoord; +layout(location=0) out vec2 _vs_out_texcoord; void main() { - _vs_out_texcoord = texcoord; - gl_Position = vp_matrix*transpose(mat4(instance_transform[0], instance_transform[1], instance_transform[2], vec4(0.0, 0.0, 0.0, 1.0)))*position; + _vs_out_texcoord = texcoord; + gl_Position = vp_matrix*transpose(mat4(instance_transform[0], instance_transform[1], instance_transform[2], vec4(0.0, 0.0, 0.0, 1.0)))*position; } */ /* Expected output: geometry layout(triangles) in; -layout(triangles, max_vertices=3) out; -in vec2 _vs_out_texcoord[]; -out vec2 _gs_out_texcoord; +layout(triangle_strip, max_vertices=3) out; +layout(location=0) in vec2 _vs_out_texcoord[3]; +layout(location=0) out vec2 _gs_out_texcoord; void main() { for(int i = 0; i<3; ++i) @@ -61,9 +69,9 @@ void main() */ /* Expected output: fragment -uniform sampler2D tex; +layout(set=0, binding=71) uniform sampler2D tex; layout(location=0) out vec4 frag_color; -in vec2 _gs_out_texcoord; +layout(location=0) in vec2 _gs_out_texcoord; void main() { frag_color = texture(tex, _gs_out_texcoord);