File: vs-to-fs-explicit-location-overlap.shader_test

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piglit 0~git20200212-f4710c51b-1
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// From section 4.4.1 (Input Layout Qualifiers) of the GLSL 4.50 spec:
//
//    "If a non-vertex shader input is a scalar or vector type other than
//    dvec3 or dvec4, it will consume a single location, while types dvec3 or
//    dvec4 will consume two consecutive locations."

[require]
GLSL >= 1.50
GL_ARB_gpu_shader_fp64
GL_ARB_separate_shader_objects

[vertex shader]
#version 150
#extension GL_ARB_gpu_shader_fp64 : require
#extension GL_ARB_separate_shader_objects : require

in vec4 piglit_vertex;

layout(location = 0) flat out dvec4 dout1;
layout(location = 1) flat out dvec4 dout2;

void main()
{
	gl_Position = piglit_vertex;
	dout1 = dvec4(1.0);
	dout2 = dvec4(0.0);
}

[fragment shader]
#version 150
#extension GL_ARB_gpu_shader_fp64 : require
#extension GL_ARB_separate_shader_objects : require

uniform dvec4 expected;

layout(location = 0) flat in dvec4 dout1;
layout(location = 1) flat in dvec4 dout2;

out vec4 color;

void main()
{
	if (expected == dout1)
		color = vec4(1.0, 0.0, 0.0, 1.0);
	else if (expected == dout2)
		color = vec4(1.0, 1.0, 0.0, 1.0);
	else
		color = vec4(1.0, 1.0, 1.0, 1.0);
}

[test]
link error