Make vertex shader boilerplate to set gl_Position
authorLionel Landwerlin <lionel.g.landwerlin@intel.com>
Fri, 16 Dec 2016 13:17:02 +0000 (13:17 +0000)
committerAlexander Galazin <alexander.galazin@arm.com>
Fri, 24 Feb 2017 17:14:15 +0000 (18:14 +0100)
If we don't generate any fragment from the previous stages, the
fragment shader might not be run. Hence invalid results for
GL45-CTS.shader_image_load_store.multiple-uniforms in the fragment
stage.

Components: OpenGL
Affects: GL45-CTS.shader_image_load_store.multiple-uniforms
VK-GL-CTS issue: 30

Change-Id: I6342e27ffd51725879fe1519d81122f41cb81eef

external/openglcts/modules/gl/gl4cShaderImageLoadStoreTests.cpp

index 11703d5..c7c55aa 100644 (file)
@@ -9034,9 +9034,11 @@ private:
                        "\n"
                        "precision highp float;\n"
                        "\n"
+                       "layout(location = 0) in vec4 i_position;\n"
+                       "\n"
                        "void main()\n"
                        "{\n"
-                       "\n"
+                       "  gl_Position = i_position;\n"
                        "}\n";
 
                const char* fragment_shader_code                           = boilerplate_fragment_shader_code;