Don't used a fragment output in the shader storage buffer object test
authorDave Airlie <airlied@redhat.com>
Mon, 30 Apr 2018 04:51:38 +0000 (05:51 +0100)
committerAlexander Galazin <Alexander.Galazin@arm.com>
Thu, 2 Aug 2018 07:02:41 +0000 (03:02 -0400)
This test doesn't require a fragment shader output, and if we are
on a system which has only 8 combined shader output resources,
this stops the test from executing.

Components: OpenGL
VK-GL-CTS Issue: 985
Affects:
KHR-GL45.shader_storage_buffer_object.advanced-unsizedArrayLength-fs-std430-vec

Change-Id: Ib0883e09d84022c1dac5bc2f22787c0e91efba1c

external/openglcts/modules/gl/gl4cShaderStorageBufferObjectTests.cpp

index 950df6f..ad27d7f 100644 (file)
@@ -7792,8 +7792,7 @@ class AdvancedUnsizedArrayLength2 : public ShaderStorageBufferObjectBase
                }
                if (stagept == fragment)
                {
-                       os << NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL
-                                        "  o_color = vec4(0.0, 1.0, 0.0, 1.0);";
+                       os << NL "void main() {";
                }
                os << NL "}";
                return os.str();
@@ -7855,8 +7854,7 @@ class AdvancedUnsizedArrayLength2 : public ShaderStorageBufferObjectBase
                }
                if (stage == fragment)
                {
-                       os << NL "layout(location = 0) out vec4 o_color;" << decl
-                          << NL "void main() {" NL "  o_color = vec4(0.0, 1.0, 0.0, 1.0);" << expr;
+                       os << NL << decl << NL "void main() {" << expr;
                }
                if (stage == compute)
                {