rendertests: add test for handling both structs and blocks with same shader
This was causing a shader compiler abort for stripped SPIR-V.
diff --git a/tests/render_tests.cpp b/tests/render_tests.cpp
index 6ed17d0..6aef6d0 100644
--- a/tests/render_tests.cpp
+++ b/tests/render_tests.cpp
@@ -2596,6 +2596,126 @@
RecordImages(m_renderTargets);
}
+TEST_F(VkRenderTest, TriangleFSAnonymousUniformBlockBindingWithStruct)
+{
+ // This test is the same as TriangleFSUniformBlockBinding, but
+ // it does not provide an instance name.
+ // The expected result from this test is a purple triangle
+
+ static const char *vertShaderText =
+ "#version 140\n"
+ "#extension GL_ARB_separate_shader_objects : enable\n"
+ "#extension GL_ARB_shading_language_420pack : enable\n"
+ "void main() {\n"
+ " vec2 vertices[3];"
+ " vertices[0] = vec2(-0.5, -0.5);\n"
+ " vertices[1] = vec2( 0.5, -0.5);\n"
+ " vertices[2] = vec2( 0.5, 0.5);\n"
+ " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
+ "}\n";
+
+ static const char *fragShaderText =
+ "#version 430\n"
+ "#extension GL_ARB_separate_shader_objects : enable\n"
+ "#extension GL_ARB_shading_language_420pack : enable\n"
+ "\n"
+ " struct PS_INPUT {\n"
+ " vec2 member0;\n"
+ " vec4 member1;\n"
+ " vec4 member2;\n"
+ " vec4 member3;\n"
+ " vec4 member4;\n"
+ " vec4 member5;\n"
+ " vec4 member6;\n"
+ " vec4 member7;\n"
+ " vec4 member8;\n"
+ " vec4 member9;\n"
+ " };\n"
+ "\n"
+ "layout (std140, binding = 0) uniform redVal { vec4 red; };"
+ "layout (std140, binding = 1) uniform greenVal { vec4 green; };"
+ "layout (std140, binding = 2) uniform blueVal { vec4 blue; };"
+ "layout (std140, binding = 3) uniform whiteVal { vec4 white; };"
+ "layout (location = 0) out vec4 outColor;\n"
+ "PS_INPUT MainFs()\n"
+ "{\n"
+ " PS_INPUT o;\n"
+ " o.member9 = red;\n"
+ " return o;\n"
+ "}\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " PS_INPUT o;\n"
+ " o = MainFs();\n"
+ " outColor = blue;"
+ " outColor += o.member9;\n"
+ "}\n";;
+ ASSERT_NO_FATAL_FAILURE(InitState());
+ ASSERT_NO_FATAL_FAILURE(InitViewport());
+
+ VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
+ VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
+
+ // We're going to create a number of uniform buffers, and then allow
+ // the shader to select which it wants to read from with a binding
+
+ // Let's populate the buffers with a single color each:
+ // layout (std140, binding = 0) uniform bufferVals { vec4 red; } myRedVal;
+ // layout (std140, binding = 1) uniform bufferVals { vec4 green; } myGreenVal;
+ // layout (std140, binding = 2) uniform bufferVals { vec4 blue; } myBlueVal;
+ // layout (std140, binding = 3) uniform bufferVals { vec4 white; } myWhiteVal;
+
+ const float redVals[4] = { 1.0, 0.0, 0.0, 1.0 };
+ const float greenVals[4] = { 0.0, 1.0, 0.0, 1.0 };
+ const float blueVals[4] = { 0.0, 0.0, 1.0, 1.0 };
+ const float whiteVals[4] = { 1.0, 1.0, 1.0, 1.0 };
+
+ const int redCount = sizeof(redVals) / sizeof(float);
+ const int greenCount = sizeof(greenVals) / sizeof(float);
+ const int blueCount = sizeof(blueVals) / sizeof(float);
+ const int whiteCount = sizeof(whiteVals) / sizeof(float);
+
+ VkConstantBufferObj redBuffer(m_device, redCount, sizeof(redVals[0]), (const void*) redVals);
+
+ VkConstantBufferObj greenBuffer(m_device, greenCount, sizeof(greenVals[0]), (const void*) greenVals);
+
+ VkConstantBufferObj blueBuffer(m_device, blueCount, sizeof(blueVals[0]), (const void*) blueVals);
+
+ VkConstantBufferObj whiteBuffer(m_device, whiteCount, sizeof(whiteVals[0]), (const void*) whiteVals);
+
+ VkPipelineObj pipelineobj(m_device);
+ pipelineobj.AddShader(&vs);
+ pipelineobj.AddShader(&ps);
+
+ VkDescriptorSetObj descriptorSet(m_device);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, redBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, greenBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, blueBuffer);
+ descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, whiteBuffer);
+
+ ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
+ VkCommandBufferObj cmdBuffer(m_device);
+ cmdBuffer.AddRenderTarget(m_renderTargets[0]);
+
+ ASSERT_VK_SUCCESS(BeginCommandBuffer(cmdBuffer));
+
+ GenericDrawPreparation(&cmdBuffer, pipelineobj, descriptorSet);
+
+#ifdef DUMP_STATE_DOT
+ DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
+ pDSDumpDot((char*)"triTest2.dot");
+#endif
+ // render triangle
+ cmdBuffer.Draw(0, 3, 0, 1);
+
+ // finalize recording of the command buffer
+ EndCommandBuffer(cmdBuffer);
+ cmdBuffer.QueueCommandBuffer();
+
+ RecordImages(m_renderTargets);
+}
+
TEST_F(VkRenderTest, CubeWithVertexFetchAndMVPAndTexture)
{
static const char *vertShaderText =