[Piglit] [PATCH] gs: Test that a single shader can redeclare both gl_PerVertex input and output.

Jordan Justen jljusten at gmail.com
Tue Oct 8 23:36:56 CEST 2013


Reviewed-by: Jordan Justen <jordan.l.justen at intel.com>

On Tue, Oct 8, 2013 at 1:59 PM, Paul Berry <stereotype441 at gmail.com> wrote:
> ---
>  ...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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