[Piglit] [PATCH 1/2] GLSL 1.50: Test that geometry shader output may be a struct
Nicholas Mack
nichmack at gmail.com
Fri Aug 23 11:02:12 PDT 2013
---
tests/spec/glsl-1.50/compiler/output-struct.geom | 52 ++++++++++++++++++++++++
1 file changed, 52 insertions(+)
create mode 100644 tests/spec/glsl-1.50/compiler/output-struct.geom
diff --git a/tests/spec/glsl-1.50/compiler/output-struct.geom b/tests/spec/glsl-1.50/compiler/output-struct.geom
new file mode 100644
index 0000000..290c957
--- /dev/null
+++ b/tests/spec/glsl-1.50/compiler/output-struct.geom
@@ -0,0 +1,52 @@
+// [config]
+// expect_result: pass
+// glsl_version: 1.50
+// check_link: false
+// [end config]
+//
+//Tests compiler/parser: output of geometry shader may be a struct
+
+/*
+* GLSLLangSpec.1.50.09 4.3.6 Outputs:
+* Vertex and geometry output variables output per-vertex data and are declared
+* using the out storage qualifier, the centroid out storage qualifier, or the
+* deprecated varying storage qualifier. They can only be float, floating-point
+* vectors, matrices, signed or unsigned integers or integer vectors, or arrays
+* or structures of any these.
+*/
+
+#version 150
+
+layout(triangles) in;
+layout(triangles) out;
+
+in int a[];
+in float b[];
+in vec3 c[];
+in mat4 d[];
+
+out struct foo
+{
+ int a;
+ float b;
+ vec3 c;
+ mat4 d;
+} s;
+
+void main()
+{
+ for (int i = 0; i < 3; i++) {
+ s.a = a[i];
+ s.b = b[i];
+ s.c = c[i];
+ s.d = d[i];
+
+ gl_Position = vec4(
+ s.a +
+ s.b +
+ s.c.x +
+ s.d[0].x
+ );
+ EmitVertex();
+ }
+}
--
1.8.3.1
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