Avoid overflowing arrays in GLSL atomic tests
authorIago Toral Quiroga <itoral@igalia.com>
Tue, 6 Jul 2021 09:10:04 +0000 (11:10 +0200)
committerRicardo Garcia <rgarcia@igalia.com>
Tue, 6 Jul 2021 10:09:37 +0000 (12:09 +0200)
commit3daec3d4639158e7d66c20f491effc40d96d01c1
tree74a98b20ea439ec01a671df3ade3fc33be885d67
parent843ee2910f1d3f4653384f3809fd68f49bb7bdcd
Avoid overflowing arrays in GLSL atomic tests

Tilers may need to execute vertex pipeline stages more than once,
leading to additional shader invocations. This is a problem for atomic
tests, since their result depends on the number of shader invocations
executed.

This is already handled properly for vertex shaders but not for other
vertex pipeline stages.

Affected tests:
dEQP-VK.glsl.atomic_operations.*

Components: Vulkan
VK-GL-CTS issue: 2987

Co-authored-by: Ricardo Garcia <rgarcia@igalia.com>
Change-Id: Iab08e3fb2ef40fc29dcf073817e5fd5dd49e7875
external/vulkancts/modules/vulkan/shaderexecutor/vktAtomicOperationTests.cpp