Checkpoint getting LogicalIO working by backing shader off to 130

instead of 430 (which would drag in output blocks).  This change
uses the simpler of the two frag shaders in render_tests.cpp,
since that doesn't use more advanced features like layout qualifiers
which may not be present in the BIL->TopIR path yet.

Logical IO is now enabled, as well as a glsl->BIL path.  When
BIL is supplied in the shader, we can trim out the glsl bits.

Conflicts:
	icd/intel/compiler/shader/compiler_interface.cpp
This commit is contained in:
Steve K 2014-10-07 10:57:33 -06:00 committed by Courtney Goeltzenleuchter
parent e802c1e08d
commit 0c277d4c56

View File

@ -618,9 +618,10 @@ void XglRenderTest::CreateDefaultPipeline(XGL_PIPELINE* pipeline, XGL_SHADER* vs
static const char *fragShaderText = static const char *fragShaderText =
"#version 130\n" "#version 130\n"
"uniform vec4 foo;\n" "in vec4 color;\n"
"in vec4 scale;\n"
"void main() {\n" "void main() {\n"
" gl_FragColor = foo;\n" " gl_FragColor = color * scale;\n"
"}\n"; "}\n";
static const char *fragShader2 = static const char *fragShader2 =
"#version 430\n" "#version 430\n"
@ -632,7 +633,7 @@ void XglRenderTest::CreateDefaultPipeline(XGL_PIPELINE* pipeline, XGL_SHADER* vs
"}\n"; "}\n";
ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT, ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
fragShader2, ps)); fragShaderText, ps));
ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
ps_stage.pNext = &vs_stage; ps_stage.pNext = &vs_stage;