tests: Add test for RelaxedPrecision validation inside interface block
Signed-off-by: Chris Forbes <chrisforbes@google.com>
diff --git a/tests/layer_validation_tests.cpp b/tests/layer_validation_tests.cpp
index 23d59da..42c7d9f 100644
--- a/tests/layer_validation_tests.cpp
+++ b/tests/layer_validation_tests.cpp
@@ -12719,6 +12719,39 @@
m_errorMonitor->VerifyFound();
}
+TEST_F(VkLayerTest, CreatePipelineVsFsMismatchByPrecisionBlock) {
+ TEST_DESCRIPTION("Test that the RelaxedPrecision decoration is validated to match");
+
+ ASSERT_NO_FATAL_FAILURE(InitState());
+ ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
+
+ char const *vsSource = "#version 450\n"
+ "out block { layout(location=0) mediump float x; };\n"
+ "void main() { gl_Position = vec4(0); x = 1.0; }\n";
+ char const *fsSource = "#version 450\n"
+ "in block { layout(location=0) highp float x; };\n"
+ "layout(location=0) out vec4 color;\n"
+ "void main() { color = vec4(x); }\n";
+
+ VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT_BIT, this);
+
+ VkPipelineObj pipe(m_device);
+ pipe.AddColorAttachment();
+ pipe.AddShader(&vs);
+ pipe.AddShader(&fs);
+
+ VkDescriptorSetObj descriptorSet(m_device);
+ descriptorSet.AppendDummy();
+ descriptorSet.CreateVKDescriptorSet(m_commandBuffer);
+
+ m_errorMonitor->SetDesiredFailureMsg(VK_DEBUG_REPORT_ERROR_BIT_EXT, "differ in precision");
+
+ pipe.CreateVKPipeline(descriptorSet.GetPipelineLayout(), renderPass());
+
+ m_errorMonitor->VerifyFound();
+}
+
TEST_F(VkLayerTest, CreatePipelineAttribNotConsumed) {
TEST_DESCRIPTION("Test that a warning is produced for a vertex attribute which is "
"not consumed by the vertex shader");