Fragment input components limit includes position
authorAlex Walters <alex.walters@imgtec.com>
Tue, 12 Feb 2019 17:50:27 +0000 (17:50 +0000)
committerAlexander Galazin <Alexander.Galazin@arm.com>
Thu, 21 Feb 2019 08:03:17 +0000 (03:03 -0500)
commit8f9f7bdfb18da401e84fa08bc92a0770ce8d8000
treed561c4ad9232f88345105c2c1b226b44f5e6d743
parent61fed46dcee9c496a0beb403dd1d178ec0f5b87b
Fragment input components limit includes position

The Vulkan limits maxFragmentInputComponent is inclusive of any
components that are being used up by the built-in interface block.

This means that the test of n components should consist of 4 components
for the position and (n - 4) user defined components.

The test should also check the maxVertexOutputComponent limit as
technically there is no implied >= requirement.

Affects:

dEQP-VK.glsl.limits.near_max.fragment_input.components_*

Component: Vulkan

VK-GL-CTS Issue: 1597

Change-Id: I58adbbbaaa94dd185b024f63519dac7daf5e4b3c
(cherry picked from commit 8b5781b8e7a4564ddec376828a16fd89fb8e3227)
external/vulkancts/modules/vulkan/shaderrender/vktShaderRenderLimitTests.cpp