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authorTim Foley <tfoley@nvidia.com>2017-07-10 09:04:50 -0700
committerTim Foley <tfoley@nvidia.com>2017-07-10 09:04:50 -0700
commit7af89d178736637cfad9c195f85f7f83e2f4ba99 (patch)
treeb4b616b7e4b6c84e737a86ce4fc5d61107c1a966 /tests/render/imported-parameters.hlsl
parent0e220da96b819f3a31635689f78ad20bd9a36d0b (diff)
Cleanups for test cases:
- Allow a code-generation target of `NONE` in order to suppress ordinary output in test cases where we don't care about the actual output (just pass/fail result) - Add explicit `location` layout qualifiers to intermediate vertex-to-fragment variables in GLSL test cases for rendering, to work around apparent Intel driver bugs.
Diffstat (limited to 'tests/render/imported-parameters.hlsl')
-rw-r--r--tests/render/imported-parameters.hlsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/tests/render/imported-parameters.hlsl b/tests/render/imported-parameters.hlsl
index 605214fc9..99216728e 100644
--- a/tests/render/imported-parameters.hlsl
+++ b/tests/render/imported-parameters.hlsl
@@ -84,8 +84,8 @@ FragmentStageOutput fragmentMain(FragmentStageInput input)
#define ASSEMBLED_VERTEX(QUAL) \
/* */
-#define V2F(QUAL) \
- QUAL vec3 coarse_color; \
+#define V2F(QUAL) \
+ layout(location = 0) QUAL vec3 coarse_color; \
/* */
// Vertex Shader