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authorSamuel Kogler <skogler@users.noreply.github.com>2023-03-16 19:05:33 +0100
committerGitHub <noreply@github.com>2023-03-16 11:05:33 -0700
commitb92f2805855282cb717c21345dab8ffdc3f1fdd2 (patch)
tree94eb39cf53114fa971917625d398eb03e1629b63 /tests/cross-compile
parente960534a5b5a26a2b6d6c27586fc2dad88594b93 (diff)
Support GL_EXT_fragment_shader_barycentric (#2704)
* Support GL_EXT_fragment_shader_barycentric * Support pervertex with GL_EXT_fragment_shader_barycentric
Diffstat (limited to 'tests/cross-compile')
-rw-r--r--tests/cross-compile/barycentrics-nv.slang6
-rw-r--r--tests/cross-compile/barycentrics-nv.slang.glsl12
-rw-r--r--tests/cross-compile/barycentrics.slang.glsl4
3 files changed, 20 insertions, 2 deletions
diff --git a/tests/cross-compile/barycentrics-nv.slang b/tests/cross-compile/barycentrics-nv.slang
new file mode 100644
index 000000000..fb0272679
--- /dev/null
+++ b/tests/cross-compile/barycentrics-nv.slang
@@ -0,0 +1,6 @@
+//TEST:CROSS_COMPILE: -target spirv-assembly -capability GL_NV_fragment_shader_barycentric -entry main -stage fragment
+
+float4 main(float3 bary : SV_Barycentrics) : SV_Target
+{
+ return float4(bary, 0);
+}
diff --git a/tests/cross-compile/barycentrics-nv.slang.glsl b/tests/cross-compile/barycentrics-nv.slang.glsl
new file mode 100644
index 000000000..ca37a14e8
--- /dev/null
+++ b/tests/cross-compile/barycentrics-nv.slang.glsl
@@ -0,0 +1,12 @@
+#version 450
+
+#extension GL_NV_fragment_shader_barycentric : enable
+
+layout(location = 0)
+out vec4 _S1;
+
+void main()
+{
+ _S1 = vec4(gl_BaryCoordNV, float(0));
+ return;
+}
diff --git a/tests/cross-compile/barycentrics.slang.glsl b/tests/cross-compile/barycentrics.slang.glsl
index ca37a14e8..963316b53 100644
--- a/tests/cross-compile/barycentrics.slang.glsl
+++ b/tests/cross-compile/barycentrics.slang.glsl
@@ -1,12 +1,12 @@
#version 450
-#extension GL_NV_fragment_shader_barycentric : enable
+#extension GL_EXT_fragment_shader_barycentric : enable
layout(location = 0)
out vec4 _S1;
void main()
{
- _S1 = vec4(gl_BaryCoordNV, float(0));
+ _S1 = vec4(gl_BaryCoordEXT, float(0));
return;
}