-
Ian Romanick authored
Section 4.3.7 (Interpolation) of the GLSL 1.30 spec says: "If gl_Color is redeclared with an interpolation qualifier, then gl_FrontColor and gl_BackColor (if they are written to) must also be redeclared with the same interpolation qualifier, and vice versa. If gl_SecondaryColor is redeclared with an interpolation qualifier, then gl_FrontSecondaryColor and gl_BackSecondaryColor (if they are written to) must also be redeclared with the same interpolation qualifier, and vice versa. This qualifier matching on predeclared variables is only required for variables that are statically used within the shaders in a program." This adds five sets of tests from a single generator script: - Set an interpolation qualifier, possibly the default, for one of gl_FrontColor, gl_BackColor, gl_FrontSecondaryColor, or gl_BackSecondaryColor in the vertex shader, and set a different interpolation qualifier, possibly the default, for the matching gl_Color or gl_SecondaryColor in the fragment shader. This should fail to link. - Set a non-default interpolation qualifier for one of gl_FrontColor, gl_BackColor, gl_FrontSecondaryColor, or gl_BackSecondaryColor in the vertex shader, and have no redeclaration in the fragment shader. In the fragment shader, neither gl_Color nor gl_SecondaryColor is used. This should successfully link. - Set a non-default interpolation qualifier for one of gl_Color or gl_SecondaryColor in the fragment shader, and have no redeclaration in the vertex shader. In the vertex shader, none of the built-in color variables are used. This should successfully link. - Set an interpolation qualifier, possibly the default, for one of gl_FrontColor, gl_BackColor, gl_FrontSecondaryColor, or gl_BackSecondaryColor in the vertex shader, and set a different interpolation qualifier, possibly the default, for the matching gl_Color or gl_SecondaryColor in the fragment shader. Neither stage uses any of the color variables. This should successfully to link. - Set conflicting interpolation qualifiers for gl_FrontColor / gl_BackColor or gl_FrontSecondaryColor / gl_BackSecondaryColor in the vertex shader, and set a matching interpolation qualifier on gl_Color or gl_SecondaryColor in the fragment shader for one of the vertex shader built-in varaibles. This should fail to link. On Mesa, all of the tests that expect linking failures fail. Basically, Mesa's linker accepts everything. NVIDIA (304.64 on GTX 260) fails the same set of tests. v2: Use Python lists instead of "set literal" syntax (Python 2.7+ only). Change the names of several maps to include the suffix _map. Rename some additional varibles that had a misleading "front" or "back" in the name. All changes suggested by Paul. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=47755 Reviewed-by: Paul Berry <stereotype441@gmail.com>
d427fcfc