[Piglit] [PATCH] gs: Test that a single shader can redeclare both gl_PerVertex input and output.
Paul Berry
stereotype441 at gmail.com
Tue Oct 8 22:59:39 CEST 2013
---
...gs-redeclares-both-pervertex-blocks.shader_test | 67 ++++++++++++++++++++++
1 file changed, 67 insertions(+)
create mode 100644 tests/spec/glsl-1.50/execution/gs-redeclares-both-pervertex-blocks.shader_test
diff --git a/tests/spec/glsl-1.50/execution/gs-redeclares-both-pervertex-blocks.shader_test b/tests/spec/glsl-1.50/execution/gs-redeclares-both-pervertex-blocks.shader_test
new file mode 100644
index 0000000..7b8aafb
--- /dev/null
+++ b/tests/spec/glsl-1.50/execution/gs-redeclares-both-pervertex-blocks.shader_test
@@ -0,0 +1,67 @@
+# This test verifies that a single geometry shader can redeclare both
+# the gl_PerVertex input and gl_PerVertex output interface blocks
+# without error, and that data is properly exchanged with the vertex
+# and fragment shaders.
+
+[require]
+GLSL >= 1.50
+
+[vertex shader]
+out gl_PerVertex {
+ float gl_PointSize;
+};
+
+void main()
+{
+ gl_PointSize = float(gl_VertexID);
+}
+
+[geometry shader]
+layout(triangles) in;
+layout(triangle_strip, max_vertices = 4) out;
+
+in gl_PerVertex {
+ float gl_PointSize;
+} gl_in[];
+
+out gl_PerVertex {
+ vec4 gl_Position;
+};
+
+out vec4 color;
+
+void main()
+{
+ const vec4 vertices[4] = vec4[4](
+ vec4(-1.0, -1.0, 0.0, 1.0),
+ vec4(-1.0, 1.0, 0.0, 1.0),
+ vec4( 1.0, -1.0, 0.0, 1.0),
+ vec4( 1.0, 1.0, 0.0, 1.0)
+ );
+
+ bool pass = true;
+ for (int i = 0; i < 3; i++) {
+ if (gl_in[i].gl_PointSize != float(i))
+ pass = false;
+ }
+
+ for (int i = 0; i < 4; i++) {
+ color = pass ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+ gl_Position = vertices[i];
+ EmitVertex();
+ }
+}
+
+[fragment shader]
+in vec4 color;
+
+void main()
+{
+ gl_FragColor = color;
+}
+
+[test]
+clear color 0.0 0.0 0.0 0.0
+clear
+draw arrays GL_TRIANGLES 0 3
+probe all rgba 0.0 1.0 0.0 1.0
--
1.8.4
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