diff options
Diffstat (limited to 'tests/cross-compile')
5 files changed, 10 insertions, 1 deletions
diff --git a/tests/cross-compile/compile-time-loop.slang.glsl b/tests/cross-compile/compile-time-loop.slang.glsl index a1f87be65..9f4bd385a 100644 --- a/tests/cross-compile/compile-time-loop.slang.glsl +++ b/tests/cross-compile/compile-time-loop.slang.glsl @@ -1,4 +1,5 @@ //TEST_IGNORE_FILE: +#version 420 layout(binding = 0) uniform texture2D t; diff --git a/tests/cross-compile/gl-layer-pick-version.slang.glsl b/tests/cross-compile/gl-layer-pick-version.slang.glsl index 55d419405..9e737cecf 100644 --- a/tests/cross-compile/gl-layer-pick-version.slang.glsl +++ b/tests/cross-compile/gl-layer-pick-version.slang.glsl @@ -6,11 +6,12 @@ struct VS_OUT uint layerID; }; -vec4 main_(VS_OUT vsOut) : SV_Target +vec4 main_(VS_OUT vsOut) { return vec4(float(vsOut.layerID)); } +layout(location = 0) out vec4 SLANG_out_main_result; void main() diff --git a/tests/cross-compile/integer-input.slang.glsl b/tests/cross-compile/integer-input.slang.glsl index ce6998a9a..7d45d4de1 100644 --- a/tests/cross-compile/integer-input.slang.glsl +++ b/tests/cross-compile/integer-input.slang.glsl @@ -1,12 +1,15 @@ //TEST_IGNORE_FILE: +#version 420 struct VS_OUT { uint drawID; }; +layout(location = 0) in flat uint SLANG_in_vsOut_drawID; +layout(location = 0) out vec4 SLANG_out_main_result; vec4 main_(VS_OUT vsOut) diff --git a/tests/cross-compile/matrix-mult.slang.glsl b/tests/cross-compile/matrix-mult.slang.glsl index 0349d854e..9a29e1ed5 100644 --- a/tests/cross-compile/matrix-mult.slang.glsl +++ b/tests/cross-compile/matrix-mult.slang.glsl @@ -1,4 +1,5 @@ //TEST_IGNORE_FILE: +#version 420 layout(binding = 0) uniform C diff --git a/tests/cross-compile/nointerpolation-input.slang.glsl b/tests/cross-compile/nointerpolation-input.slang.glsl index 279590fa5..d359f5bc8 100644 --- a/tests/cross-compile/nointerpolation-input.slang.glsl +++ b/tests/cross-compile/nointerpolation-input.slang.glsl @@ -1,12 +1,15 @@ //TEST_IGNORE_FILE: +#version 420 struct VS_OUT { float drawID; }; +layout(location = 0) in flat float SLANG_in_vsOut_drawID; +layout(location = 0) out vec4 SLANG_out_main_result; vec4 main_(VS_OUT vsOut) |
