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https://gitee.com/openharmony/third_party_vulkan-loader
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compiler_test: use float varying for scale instead of vec4
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@ -1677,7 +1677,7 @@ TEST_F(XglRenderTest, MixTriangle)
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"layout (location=0) out vec4 bar;\n"
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"layout (location=1) out vec4 foo;\n"
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"layout (location=2) out vec4 scale;\n"
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"layout (location=2) out float scale;\n"
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"vec2 vertices[3];\n"
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"void main() {\n"
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" vertices[0] = vec2(-1.0, -1.0);\n"
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@ -1689,7 +1689,7 @@ TEST_F(XglRenderTest, MixTriangle)
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" colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
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" foo = colors[gl_VertexID % 3];\n"
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" bar = vec4(1.0, 1.0, 1.0, 1.0);\n"
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" scale.x = 0.0;\n"
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" scale = 1.0;\n"
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" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
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"}\n";
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@ -1699,9 +1699,9 @@ TEST_F(XglRenderTest, MixTriangle)
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"layout (location = 1) in vec4 bar;\n"
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"layout (location = 0) in vec4 foo;\n"
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"layout (location = 2) in vec4 scale;\n"
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"layout (location = 2) in float scale;\n"
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"void main() {\n"
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" gl_FragColor = bar + foo * scale.x;\n"
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" gl_FragColor = bar * scale + foo * (1.0-scale);\n"
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"}\n";
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XglTestFramework::m_use_bil = true;
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