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Andres Gomez authored
Added tests which check component aliasing between types that have different bit widths. From Section 4.4.1 (Input Layout Qualifiers) of the GLSL 4.60 spec: "Further, when location aliasing, the aliases sharing the location must have the same underlying numerical type and bit width (floating-point or integer, 32-bit versus 64-bit, etc.) and the same auxiliary storage and interpolation qualification. The one exception where component aliasing is permitted is for two input variables (not block members) to a vertex shader, which are allowed to have component aliasing. This vertex-variable component aliasing is intended only to support vertex shaders where each execution path accesses at most one input per each aliased component. Implementations are permitted, but not required, to generate link-time errors if they detect that every path through the vertex shader executable accesses multiple inputs aliased to any single component." Cc: Timothy Arceri <tarceri@itsqueeze.com> Cc: Iago Toral Quiroga <itoral@igalia.com> Cc: Ilia Mirkin <imirkin@alum.mit.edu> Signed-off-by: Andres Gomez <agomez@igalia.com> Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
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