Checkpoint getting LogicalIO working by backing shader off to 130
instead of 430 (which would drag in output blocks). This change
uses the simpler of the two frag shaders in render_tests.cpp,
since that doesn't use more advanced features like layout qualifiers
which may not be present in the BIL->TopIR path yet.
Logical IO is now enabled, as well as a glsl->BIL path. When
BIL is supplied in the shader, we can trim out the glsl bits.
Conflicts:
icd/intel/compiler/shader/compiler_interface.cpp
diff --git a/tests/render_tests.cpp b/tests/render_tests.cpp
index 2e97847..4c3bebc 100644
--- a/tests/render_tests.cpp
+++ b/tests/render_tests.cpp
@@ -618,9 +618,10 @@
static const char *fragShaderText =
"#version 130\n"
- "uniform vec4 foo;\n"
+ "in vec4 color;\n"
+ "in vec4 scale;\n"
"void main() {\n"
- " gl_FragColor = foo;\n"
+ " gl_FragColor = color * scale;\n"
"}\n";
static const char *fragShader2 =
"#version 430\n"
@@ -632,7 +633,7 @@
"}\n";
ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
- fragShader2, ps));
+ fragShaderText, ps));
ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
ps_stage.pNext = &vs_stage;