vulkan: Add some tests for block member decorations

Submitted by apinheiro on Jan. 24, 2019, 4:15 p.m.

Details

Message ID 20190124161512.11638-1-apinheiro@igalia.com
State New
Headers show
Series "vulkan: Add some tests for block member decorations" ( rev: 3 ) in Piglit

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Commit Message

apinheiro Jan. 24, 2019, 4:15 p.m.
From: Neil Roberts <nroberts@igalia.com>

v2: imported to piglit from a example vkrunner examples branch, also
    updated description on the top comment (Alejandro Piñeiro)

v3: use location 1 instead of location 0 for one of the tests (Lionel)

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
---
 .../block-layout-location.vk_shader_test      | 121 +++++++++++++++++
 ...lock-member-layout-location.vk_shader_test |  69 ++++++++++
 ...block-mixed-layout-location.vk_shader_test | 126 ++++++++++++++++++
 3 files changed, 316 insertions(+)
 create mode 100644 tests/vulkan/shaders/block-layout-location.vk_shader_test
 create mode 100644 tests/vulkan/shaders/block-member-layout-location.vk_shader_test
 create mode 100644 tests/vulkan/shaders/block-mixed-layout-location.vk_shader_test

Patch hide | download patch | download mbox

diff --git a/tests/vulkan/shaders/block-layout-location.vk_shader_test b/tests/vulkan/shaders/block-layout-location.vk_shader_test
new file mode 100644
index 000000000..32adf5a2c
--- /dev/null
+++ b/tests/vulkan/shaders/block-layout-location.vk_shader_test
@@ -0,0 +1,121 @@ 
+# Test that interface block members are correctly matched by explicit
+# location, when only the main variable has a location, so the
+# location of the members should be derived from this.
+#
+# Note that we include the spirv assembly. This is because although we
+# used a GLSL shader as reference, we tweaked the SPIR-V generated
+
+[vertex shader spirv]
+               OpCapability Shader
+          %1 = OpExtInstImport "GLSL.std.450"
+               OpMemoryModel Logical GLSL450
+               OpEntryPoint Vertex %main "main" %name %_ %piglit_vertex
+               OpSource GLSL 440
+               OpName %main "main"
+               OpName %block "block"
+               OpMemberName %block 0 "a"
+               OpMemberName %block 1 "b"
+               OpMemberName %block 2 "c"
+               OpMemberName %block 3 "d"
+               OpName %name "name"
+               OpName %gl_PerVertex "gl_PerVertex"
+               OpMemberName %gl_PerVertex 0 "gl_Position"
+               OpMemberName %gl_PerVertex 1 "gl_PointSize"
+               OpMemberName %gl_PerVertex 2 "gl_ClipDistance"
+               OpName %_ ""
+               OpName %piglit_vertex "piglit_vertex"
+               OpDecorate %block Block
+; Only the main name variable has a location. The locations of the members
+; should be derived from this.
+               OpDecorate %name Location 1
+               OpMemberDecorate %gl_PerVertex 0 BuiltIn Position
+               OpMemberDecorate %gl_PerVertex 1 BuiltIn PointSize
+               OpMemberDecorate %gl_PerVertex 2 BuiltIn ClipDistance
+               OpDecorate %gl_PerVertex Block
+               OpDecorate %piglit_vertex Location 0
+       %void = OpTypeVoid
+          %3 = OpTypeFunction %void
+      %float = OpTypeFloat 32
+    %v4float = OpTypeVector %float 4
+      %block = OpTypeStruct %v4float %v4float %v4float %v4float
+%_ptr_Output_block = OpTypePointer Output %block
+       %name = OpVariable %_ptr_Output_block Output
+        %int = OpTypeInt 32 1
+      %int_0 = OpConstant %int 0
+    %float_1 = OpConstant %float 1
+    %float_0 = OpConstant %float 0
+         %15 = OpConstantComposite %v4float %float_1 %float_0 %float_0 %float_1
+%_ptr_Output_v4float = OpTypePointer Output %v4float
+      %int_1 = OpConstant %int 1
+         %19 = OpConstantComposite %v4float %float_0 %float_1 %float_0 %float_1
+      %int_2 = OpConstant %int 2
+         %22 = OpConstantComposite %v4float %float_0 %float_0 %float_1 %float_1
+      %int_3 = OpConstant %int 3
+         %25 = OpConstantComposite %v4float %float_1 %float_1 %float_1 %float_1
+       %uint = OpTypeInt 32 0
+     %uint_1 = OpConstant %uint 1
+%_arr_float_uint_1 = OpTypeArray %float %uint_1
+%gl_PerVertex = OpTypeStruct %v4float %float %_arr_float_uint_1
+%_ptr_Output_gl_PerVertex = OpTypePointer Output %gl_PerVertex
+          %_ = OpVariable %_ptr_Output_gl_PerVertex Output
+%_ptr_Input_v4float = OpTypePointer Input %v4float
+%piglit_vertex = OpVariable %_ptr_Input_v4float Input
+       %main = OpFunction %void None %3
+          %5 = OpLabel
+         %17 = OpAccessChain %_ptr_Output_v4float %name %int_0
+               OpStore %17 %15
+         %20 = OpAccessChain %_ptr_Output_v4float %name %int_1
+               OpStore %20 %19
+         %23 = OpAccessChain %_ptr_Output_v4float %name %int_2
+               OpStore %23 %22
+         %26 = OpAccessChain %_ptr_Output_v4float %name %int_3
+               OpStore %26 %25
+         %35 = OpLoad %v4float %piglit_vertex
+         %36 = OpAccessChain %_ptr_Output_v4float %_ %int_0
+               OpStore %36 %35
+               OpReturn
+               OpFunctionEnd
+
+[fragment shader]
+#version 440
+
+layout(location = 1) in vec4 a;
+layout(location = 2) in vec4 b;
+layout(location = 3) in vec4 c;
+layout(location = 4) in vec4 d;
+
+layout(std140, push_constant) uniform block {
+        int i;
+};
+
+layout(location = 0) out vec4 color;
+
+void main()
+{
+        if (i == 0) {
+                color = a;
+        } else if (i == 1) {
+                color = b;
+        } else if (i == 2) {
+                color = c;
+        } else if (i == 3) {
+                color = d;
+        }
+}
+
+[test]
+uniform int 0 0
+draw rect -1 -1 1 1
+relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
+
+uniform int 0 1
+draw rect 0 -1 1 1
+relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
+
+uniform int 0 2
+draw rect -1 0 1 1
+relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
+
+uniform int 0 3
+draw rect 0 0 1 1
+relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
diff --git a/tests/vulkan/shaders/block-member-layout-location.vk_shader_test b/tests/vulkan/shaders/block-member-layout-location.vk_shader_test
new file mode 100644
index 000000000..dd23331b8
--- /dev/null
+++ b/tests/vulkan/shaders/block-member-layout-location.vk_shader_test
@@ -0,0 +1,69 @@ 
+# Test that interface block members are correctly matched by explicit
+# location, when we assign explicit location for all members of a
+# block, and unsorted.
+
+[vertex shader]
+#version 440
+
+layout(location = 0) in vec4 piglit_vertex;
+
+out block {
+        layout(location = 2) vec4 c;
+        layout(location = 3) vec4 d;
+        layout(location = 0) vec4 a;
+        layout(location = 1) vec4 b;
+} name;
+
+void main()
+{
+        name.a = vec4(1.0, 0.0, 0.0, 1.0);
+        name.b = vec4(0.0, 1.0, 0.0, 1.0);
+        name.c = vec4(0.0, 0.0, 1.0, 1.0);
+        name.d = vec4(1.0, 1.0, 1.0, 1.0);
+
+        gl_Position = piglit_vertex;
+}
+
+[fragment shader]
+#version 440
+
+layout(location = 0) in vec4 a;
+layout(location = 1) in vec4 b;
+layout(location = 2) in vec4 c;
+layout(location = 3) in vec4 d;
+
+layout(std140, push_constant) uniform block {
+        int i;
+};
+
+layout(location = 0) out vec4 color;
+
+void main()
+{
+        if (i == 0) {
+                color = a;
+        } else if (i == 1) {
+                color = b;
+        } else if (i == 2) {
+                color = c;
+        } else if (i == 3) {
+                color = d;
+        }
+}
+
+[test]
+uniform int 0 0
+draw rect -1 -1 1 1
+relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
+
+uniform int 0 1
+draw rect 0 -1 1 1
+relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
+
+uniform int 0 2
+draw rect -1 0 1 1
+relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
+
+uniform int 0 3
+draw rect 0 0 1 1
+relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
diff --git a/tests/vulkan/shaders/block-mixed-layout-location.vk_shader_test b/tests/vulkan/shaders/block-mixed-layout-location.vk_shader_test
new file mode 100644
index 000000000..750dd2b29
--- /dev/null
+++ b/tests/vulkan/shaders/block-mixed-layout-location.vk_shader_test
@@ -0,0 +1,126 @@ 
+# Test that interface block members are correctly matched by explicit
+# location. In this case the main variable has a location value, but
+# there is also one member with an explicit value.
+#
+# Note that we include the spirv assembly. This is because although we
+# used a GLSL shader as reference, we tweak and add comments over the
+# SPIR-V generated
+
+
+[vertex shader spirv]
+               OpCapability Shader
+          %1 = OpExtInstImport "GLSL.std.450"
+               OpMemoryModel Logical GLSL450
+               OpEntryPoint Vertex %main "main" %name %_ %piglit_vertex
+               OpSource GLSL 440
+               OpName %main "main"
+               OpName %block "block"
+               OpMemberName %block 0 "c"
+               OpMemberName %block 1 "d"
+               OpMemberName %block 2 "a"
+               OpMemberName %block 3 "b"
+               OpName %name "name"
+               OpName %gl_PerVertex "gl_PerVertex"
+               OpMemberName %gl_PerVertex 0 "gl_Position"
+               OpMemberName %gl_PerVertex 1 "gl_PointSize"
+               OpMemberName %gl_PerVertex 2 "gl_ClipDistance"
+               OpName %_ ""
+               OpName %piglit_vertex "piglit_vertex"
+; The block is given a location of 2. The first two members don’t
+; have a location so they should be derived from the block location.
+               OpDecorate %name Location 2
+; The 3rd member has an explicit location. The 4th member should be
+; derived from this.
+               OpMemberDecorate %block 2 Location 0
+               OpDecorate %block Block
+               OpMemberDecorate %gl_PerVertex 0 BuiltIn Position
+               OpMemberDecorate %gl_PerVertex 1 BuiltIn PointSize
+               OpMemberDecorate %gl_PerVertex 2 BuiltIn ClipDistance
+               OpDecorate %gl_PerVertex Block
+               OpDecorate %piglit_vertex Location 0
+       %void = OpTypeVoid
+          %3 = OpTypeFunction %void
+      %float = OpTypeFloat 32
+    %v4float = OpTypeVector %float 4
+      %block = OpTypeStruct %v4float %v4float %v4float %v4float
+%_ptr_Output_block = OpTypePointer Output %block
+       %name = OpVariable %_ptr_Output_block Output
+        %int = OpTypeInt 32 1
+      %int_2 = OpConstant %int 2
+    %float_1 = OpConstant %float 1
+    %float_0 = OpConstant %float 0
+         %15 = OpConstantComposite %v4float %float_1 %float_0 %float_0 %float_1
+%_ptr_Output_v4float = OpTypePointer Output %v4float
+      %int_3 = OpConstant %int 3
+         %19 = OpConstantComposite %v4float %float_0 %float_1 %float_0 %float_1
+      %int_0 = OpConstant %int 0
+         %22 = OpConstantComposite %v4float %float_0 %float_0 %float_1 %float_1
+      %int_1 = OpConstant %int 1
+         %25 = OpConstantComposite %v4float %float_1 %float_1 %float_1 %float_1
+       %uint = OpTypeInt 32 0
+     %uint_1 = OpConstant %uint 1
+%_arr_float_uint_1 = OpTypeArray %float %uint_1
+%gl_PerVertex = OpTypeStruct %v4float %float %_arr_float_uint_1
+%_ptr_Output_gl_PerVertex = OpTypePointer Output %gl_PerVertex
+          %_ = OpVariable %_ptr_Output_gl_PerVertex Output
+%_ptr_Input_v4float = OpTypePointer Input %v4float
+%piglit_vertex = OpVariable %_ptr_Input_v4float Input
+       %main = OpFunction %void None %3
+          %5 = OpLabel
+         %17 = OpAccessChain %_ptr_Output_v4float %name %int_2
+               OpStore %17 %15
+         %20 = OpAccessChain %_ptr_Output_v4float %name %int_3
+               OpStore %20 %19
+         %23 = OpAccessChain %_ptr_Output_v4float %name %int_0
+               OpStore %23 %22
+         %26 = OpAccessChain %_ptr_Output_v4float %name %int_1
+               OpStore %26 %25
+         %35 = OpLoad %v4float %piglit_vertex
+         %36 = OpAccessChain %_ptr_Output_v4float %_ %int_0
+               OpStore %36 %35
+               OpReturn
+               OpFunctionEnd
+
+[fragment shader]
+#version 440
+
+layout(location = 0) in vec4 a;
+layout(location = 1) in vec4 b;
+layout(location = 2) in vec4 c;
+layout(location = 3) in vec4 d;
+
+layout(std140, push_constant) uniform block {
+        int i;
+};
+
+layout(location = 0) out vec4 color;
+
+void main()
+{
+        if (i == 0) {
+                color = a;
+        } else if (i == 1) {
+                color = b;
+        } else if (i == 2) {
+                color = c;
+        } else if (i == 3) {
+                color = d;
+        }
+}
+
+[test]
+uniform int 0 0
+draw rect -1 -1 1 1
+relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
+
+uniform int 0 1
+draw rect 0 -1 1 1
+relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
+
+uniform int 0 2
+draw rect -1 0 1 1
+relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
+
+uniform int 0 3
+draw rect 0 0 1 1
+relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)

Comments

On 24/01/2019 16:15, Alejandro Piñeiro wrote:
> From: Neil Roberts <nroberts@igalia.com>
>
> v2: imported to piglit from a example vkrunner examples branch, also
>      updated description on the top comment (Alejandro Piñeiro)
>
> v3: use location 1 instead of location 0 for one of the tests (Lionel)
>
> Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>


Still Rb!

Thanks,


-Lionel


> ---
>   .../block-layout-location.vk_shader_test      | 121 +++++++++++++++++
>   ...lock-member-layout-location.vk_shader_test |  69 ++++++++++
>   ...block-mixed-layout-location.vk_shader_test | 126 ++++++++++++++++++
>   3 files changed, 316 insertions(+)
>   create mode 100644 tests/vulkan/shaders/block-layout-location.vk_shader_test
>   create mode 100644 tests/vulkan/shaders/block-member-layout-location.vk_shader_test
>   create mode 100644 tests/vulkan/shaders/block-mixed-layout-location.vk_shader_test
>
> diff --git a/tests/vulkan/shaders/block-layout-location.vk_shader_test b/tests/vulkan/shaders/block-layout-location.vk_shader_test
> new file mode 100644
> index 000000000..32adf5a2c
> --- /dev/null
> +++ b/tests/vulkan/shaders/block-layout-location.vk_shader_test
> @@ -0,0 +1,121 @@
> +# Test that interface block members are correctly matched by explicit
> +# location, when only the main variable has a location, so the
> +# location of the members should be derived from this.
> +#
> +# Note that we include the spirv assembly. This is because although we
> +# used a GLSL shader as reference, we tweaked the SPIR-V generated
> +
> +[vertex shader spirv]
> +               OpCapability Shader
> +          %1 = OpExtInstImport "GLSL.std.450"
> +               OpMemoryModel Logical GLSL450
> +               OpEntryPoint Vertex %main "main" %name %_ %piglit_vertex
> +               OpSource GLSL 440
> +               OpName %main "main"
> +               OpName %block "block"
> +               OpMemberName %block 0 "a"
> +               OpMemberName %block 1 "b"
> +               OpMemberName %block 2 "c"
> +               OpMemberName %block 3 "d"
> +               OpName %name "name"
> +               OpName %gl_PerVertex "gl_PerVertex"
> +               OpMemberName %gl_PerVertex 0 "gl_Position"
> +               OpMemberName %gl_PerVertex 1 "gl_PointSize"
> +               OpMemberName %gl_PerVertex 2 "gl_ClipDistance"
> +               OpName %_ ""
> +               OpName %piglit_vertex "piglit_vertex"
> +               OpDecorate %block Block
> +; Only the main name variable has a location. The locations of the members
> +; should be derived from this.
> +               OpDecorate %name Location 1
> +               OpMemberDecorate %gl_PerVertex 0 BuiltIn Position
> +               OpMemberDecorate %gl_PerVertex 1 BuiltIn PointSize
> +               OpMemberDecorate %gl_PerVertex 2 BuiltIn ClipDistance
> +               OpDecorate %gl_PerVertex Block
> +               OpDecorate %piglit_vertex Location 0
> +       %void = OpTypeVoid
> +          %3 = OpTypeFunction %void
> +      %float = OpTypeFloat 32
> +    %v4float = OpTypeVector %float 4
> +      %block = OpTypeStruct %v4float %v4float %v4float %v4float
> +%_ptr_Output_block = OpTypePointer Output %block
> +       %name = OpVariable %_ptr_Output_block Output
> +        %int = OpTypeInt 32 1
> +      %int_0 = OpConstant %int 0
> +    %float_1 = OpConstant %float 1
> +    %float_0 = OpConstant %float 0
> +         %15 = OpConstantComposite %v4float %float_1 %float_0 %float_0 %float_1
> +%_ptr_Output_v4float = OpTypePointer Output %v4float
> +      %int_1 = OpConstant %int 1
> +         %19 = OpConstantComposite %v4float %float_0 %float_1 %float_0 %float_1
> +      %int_2 = OpConstant %int 2
> +         %22 = OpConstantComposite %v4float %float_0 %float_0 %float_1 %float_1
> +      %int_3 = OpConstant %int 3
> +         %25 = OpConstantComposite %v4float %float_1 %float_1 %float_1 %float_1
> +       %uint = OpTypeInt 32 0
> +     %uint_1 = OpConstant %uint 1
> +%_arr_float_uint_1 = OpTypeArray %float %uint_1
> +%gl_PerVertex = OpTypeStruct %v4float %float %_arr_float_uint_1
> +%_ptr_Output_gl_PerVertex = OpTypePointer Output %gl_PerVertex
> +          %_ = OpVariable %_ptr_Output_gl_PerVertex Output
> +%_ptr_Input_v4float = OpTypePointer Input %v4float
> +%piglit_vertex = OpVariable %_ptr_Input_v4float Input
> +       %main = OpFunction %void None %3
> +          %5 = OpLabel
> +         %17 = OpAccessChain %_ptr_Output_v4float %name %int_0
> +               OpStore %17 %15
> +         %20 = OpAccessChain %_ptr_Output_v4float %name %int_1
> +               OpStore %20 %19
> +         %23 = OpAccessChain %_ptr_Output_v4float %name %int_2
> +               OpStore %23 %22
> +         %26 = OpAccessChain %_ptr_Output_v4float %name %int_3
> +               OpStore %26 %25
> +         %35 = OpLoad %v4float %piglit_vertex
> +         %36 = OpAccessChain %_ptr_Output_v4float %_ %int_0
> +               OpStore %36 %35
> +               OpReturn
> +               OpFunctionEnd
> +
> +[fragment shader]
> +#version 440
> +
> +layout(location = 1) in vec4 a;
> +layout(location = 2) in vec4 b;
> +layout(location = 3) in vec4 c;
> +layout(location = 4) in vec4 d;
> +
> +layout(std140, push_constant) uniform block {
> +        int i;
> +};
> +
> +layout(location = 0) out vec4 color;
> +
> +void main()
> +{
> +        if (i == 0) {
> +                color = a;
> +        } else if (i == 1) {
> +                color = b;
> +        } else if (i == 2) {
> +                color = c;
> +        } else if (i == 3) {
> +                color = d;
> +        }
> +}
> +
> +[test]
> +uniform int 0 0
> +draw rect -1 -1 1 1
> +relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
> +
> +uniform int 0 1
> +draw rect 0 -1 1 1
> +relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
> +
> +uniform int 0 2
> +draw rect -1 0 1 1
> +relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
> +
> +uniform int 0 3
> +draw rect 0 0 1 1
> +relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
> diff --git a/tests/vulkan/shaders/block-member-layout-location.vk_shader_test b/tests/vulkan/shaders/block-member-layout-location.vk_shader_test
> new file mode 100644
> index 000000000..dd23331b8
> --- /dev/null
> +++ b/tests/vulkan/shaders/block-member-layout-location.vk_shader_test
> @@ -0,0 +1,69 @@
> +# Test that interface block members are correctly matched by explicit
> +# location, when we assign explicit location for all members of a
> +# block, and unsorted.
> +
> +[vertex shader]
> +#version 440
> +
> +layout(location = 0) in vec4 piglit_vertex;
> +
> +out block {
> +        layout(location = 2) vec4 c;
> +        layout(location = 3) vec4 d;
> +        layout(location = 0) vec4 a;
> +        layout(location = 1) vec4 b;
> +} name;
> +
> +void main()
> +{
> +        name.a = vec4(1.0, 0.0, 0.0, 1.0);
> +        name.b = vec4(0.0, 1.0, 0.0, 1.0);
> +        name.c = vec4(0.0, 0.0, 1.0, 1.0);
> +        name.d = vec4(1.0, 1.0, 1.0, 1.0);
> +
> +        gl_Position = piglit_vertex;
> +}
> +
> +[fragment shader]
> +#version 440
> +
> +layout(location = 0) in vec4 a;
> +layout(location = 1) in vec4 b;
> +layout(location = 2) in vec4 c;
> +layout(location = 3) in vec4 d;
> +
> +layout(std140, push_constant) uniform block {
> +        int i;
> +};
> +
> +layout(location = 0) out vec4 color;
> +
> +void main()
> +{
> +        if (i == 0) {
> +                color = a;
> +        } else if (i == 1) {
> +                color = b;
> +        } else if (i == 2) {
> +                color = c;
> +        } else if (i == 3) {
> +                color = d;
> +        }
> +}
> +
> +[test]
> +uniform int 0 0
> +draw rect -1 -1 1 1
> +relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
> +
> +uniform int 0 1
> +draw rect 0 -1 1 1
> +relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
> +
> +uniform int 0 2
> +draw rect -1 0 1 1
> +relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
> +
> +uniform int 0 3
> +draw rect 0 0 1 1
> +relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
> diff --git a/tests/vulkan/shaders/block-mixed-layout-location.vk_shader_test b/tests/vulkan/shaders/block-mixed-layout-location.vk_shader_test
> new file mode 100644
> index 000000000..750dd2b29
> --- /dev/null
> +++ b/tests/vulkan/shaders/block-mixed-layout-location.vk_shader_test
> @@ -0,0 +1,126 @@
> +# Test that interface block members are correctly matched by explicit
> +# location. In this case the main variable has a location value, but
> +# there is also one member with an explicit value.
> +#
> +# Note that we include the spirv assembly. This is because although we
> +# used a GLSL shader as reference, we tweak and add comments over the
> +# SPIR-V generated
> +
> +
> +[vertex shader spirv]
> +               OpCapability Shader
> +          %1 = OpExtInstImport "GLSL.std.450"
> +               OpMemoryModel Logical GLSL450
> +               OpEntryPoint Vertex %main "main" %name %_ %piglit_vertex
> +               OpSource GLSL 440
> +               OpName %main "main"
> +               OpName %block "block"
> +               OpMemberName %block 0 "c"
> +               OpMemberName %block 1 "d"
> +               OpMemberName %block 2 "a"
> +               OpMemberName %block 3 "b"
> +               OpName %name "name"
> +               OpName %gl_PerVertex "gl_PerVertex"
> +               OpMemberName %gl_PerVertex 0 "gl_Position"
> +               OpMemberName %gl_PerVertex 1 "gl_PointSize"
> +               OpMemberName %gl_PerVertex 2 "gl_ClipDistance"
> +               OpName %_ ""
> +               OpName %piglit_vertex "piglit_vertex"
> +; The block is given a location of 2. The first two members don’t
> +; have a location so they should be derived from the block location.
> +               OpDecorate %name Location 2
> +; The 3rd member has an explicit location. The 4th member should be
> +; derived from this.
> +               OpMemberDecorate %block 2 Location 0
> +               OpDecorate %block Block
> +               OpMemberDecorate %gl_PerVertex 0 BuiltIn Position
> +               OpMemberDecorate %gl_PerVertex 1 BuiltIn PointSize
> +               OpMemberDecorate %gl_PerVertex 2 BuiltIn ClipDistance
> +               OpDecorate %gl_PerVertex Block
> +               OpDecorate %piglit_vertex Location 0
> +       %void = OpTypeVoid
> +          %3 = OpTypeFunction %void
> +      %float = OpTypeFloat 32
> +    %v4float = OpTypeVector %float 4
> +      %block = OpTypeStruct %v4float %v4float %v4float %v4float
> +%_ptr_Output_block = OpTypePointer Output %block
> +       %name = OpVariable %_ptr_Output_block Output
> +        %int = OpTypeInt 32 1
> +      %int_2 = OpConstant %int 2
> +    %float_1 = OpConstant %float 1
> +    %float_0 = OpConstant %float 0
> +         %15 = OpConstantComposite %v4float %float_1 %float_0 %float_0 %float_1
> +%_ptr_Output_v4float = OpTypePointer Output %v4float
> +      %int_3 = OpConstant %int 3
> +         %19 = OpConstantComposite %v4float %float_0 %float_1 %float_0 %float_1
> +      %int_0 = OpConstant %int 0
> +         %22 = OpConstantComposite %v4float %float_0 %float_0 %float_1 %float_1
> +      %int_1 = OpConstant %int 1
> +         %25 = OpConstantComposite %v4float %float_1 %float_1 %float_1 %float_1
> +       %uint = OpTypeInt 32 0
> +     %uint_1 = OpConstant %uint 1
> +%_arr_float_uint_1 = OpTypeArray %float %uint_1
> +%gl_PerVertex = OpTypeStruct %v4float %float %_arr_float_uint_1
> +%_ptr_Output_gl_PerVertex = OpTypePointer Output %gl_PerVertex
> +          %_ = OpVariable %_ptr_Output_gl_PerVertex Output
> +%_ptr_Input_v4float = OpTypePointer Input %v4float
> +%piglit_vertex = OpVariable %_ptr_Input_v4float Input
> +       %main = OpFunction %void None %3
> +          %5 = OpLabel
> +         %17 = OpAccessChain %_ptr_Output_v4float %name %int_2
> +               OpStore %17 %15
> +         %20 = OpAccessChain %_ptr_Output_v4float %name %int_3
> +               OpStore %20 %19
> +         %23 = OpAccessChain %_ptr_Output_v4float %name %int_0
> +               OpStore %23 %22
> +         %26 = OpAccessChain %_ptr_Output_v4float %name %int_1
> +               OpStore %26 %25
> +         %35 = OpLoad %v4float %piglit_vertex
> +         %36 = OpAccessChain %_ptr_Output_v4float %_ %int_0
> +               OpStore %36 %35
> +               OpReturn
> +               OpFunctionEnd
> +
> +[fragment shader]
> +#version 440
> +
> +layout(location = 0) in vec4 a;
> +layout(location = 1) in vec4 b;
> +layout(location = 2) in vec4 c;
> +layout(location = 3) in vec4 d;
> +
> +layout(std140, push_constant) uniform block {
> +        int i;
> +};
> +
> +layout(location = 0) out vec4 color;
> +
> +void main()
> +{
> +        if (i == 0) {
> +                color = a;
> +        } else if (i == 1) {
> +                color = b;
> +        } else if (i == 2) {
> +                color = c;
> +        } else if (i == 3) {
> +                color = d;
> +        }
> +}
> +
> +[test]
> +uniform int 0 0
> +draw rect -1 -1 1 1
> +relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
> +
> +uniform int 0 1
> +draw rect 0 -1 1 1
> +relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
> +
> +uniform int 0 2
> +draw rect -1 0 1 1
> +relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
> +
> +uniform int 0 3
> +draw rect 0 0 1 1
> +relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)