[Piglit] [PATCH] gs: Test redeclaring either gl_PerVertex in or out, and using both.

Paul Berry stereotype441 at gmail.com
Wed Oct 16 00:53:40 CEST 2013


---
 .../gs-redeclares-pervertex-in-only.shader_test    | 55 ++++++++++++++++++++++
 .../gs-redeclares-pervertex-out-only.shader_test   | 53 +++++++++++++++++++++
 2 files changed, 108 insertions(+)
 create mode 100644 tests/spec/glsl-1.50/execution/gs-redeclares-pervertex-in-only.shader_test
 create mode 100644 tests/spec/glsl-1.50/execution/gs-redeclares-pervertex-out-only.shader_test

diff --git a/tests/spec/glsl-1.50/execution/gs-redeclares-pervertex-in-only.shader_test b/tests/spec/glsl-1.50/execution/gs-redeclares-pervertex-in-only.shader_test
new file mode 100644
index 0000000..f28bd7f
--- /dev/null
+++ b/tests/spec/glsl-1.50/execution/gs-redeclares-pervertex-in-only.shader_test
@@ -0,0 +1,55 @@
+# This test verifies that a geometry shader can redeclare just the
+# gl_PerVertex input block, but still use members of the gl_PerVertex
+# output block (whether or not those members were included in the
+# redeclaration of the input block).
+
+[require]
+GLSL >= 1.50
+
+[vertex shader]
+in vec4 piglit_vertex;
+out gl_PerVertex {
+  vec4 gl_Position;
+};
+
+void main()
+{
+  gl_Position = piglit_vertex;
+}
+
+[geometry shader]
+layout(triangles) in;
+layout(triangle_strip, max_vertices = 3) out;
+
+in gl_PerVertex {
+  vec4 gl_Position;
+} gl_in[];
+
+void main()
+{
+  for (int i = 0; i < 3; i++) {
+    gl_Position = gl_in[i].gl_Position;
+    gl_ClipDistance[0] = 1.0;
+    EmitVertex();
+  }
+}
+
+[fragment shader]
+void main()
+{
+  if (gl_ClipDistance[0] == 1.0)
+    gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
+  else
+    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+# Since the fragment shader's gl_ClipDistance array is only defined
+# for elements that have clipping enabled, we need to enable clip
+# plane 0.  Fortunately the values we use for gl_ClipDistance are
+# always positive, so no pixels are actually clipped.
+enable GL_CLIP_PLANE0
+clear color 0.0 0.0 0.0 0.0
+clear
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
diff --git a/tests/spec/glsl-1.50/execution/gs-redeclares-pervertex-out-only.shader_test b/tests/spec/glsl-1.50/execution/gs-redeclares-pervertex-out-only.shader_test
new file mode 100644
index 0000000..e3f3dbd
--- /dev/null
+++ b/tests/spec/glsl-1.50/execution/gs-redeclares-pervertex-out-only.shader_test
@@ -0,0 +1,53 @@
+# This test verifies that a geometry shader can redeclare just the
+# gl_PerVertex output block, but still use members of the gl_PerVertex
+# input block (whether or not those members were included in the
+# redeclaration of the output block).
+
+[require]
+GLSL >= 1.50
+
+[vertex shader]
+in vec4 piglit_vertex;
+
+void main()
+{
+  gl_Position = piglit_vertex;
+  gl_PointSize = dot(piglit_vertex, vec4(1.0));
+}
+
+[geometry shader]
+layout(triangles) in;
+layout(triangle_strip, max_vertices = 3) out;
+
+out gl_PerVertex {
+  vec4 gl_Position;
+};
+out vec4 color;
+
+void main()
+{
+  bool ok = true;
+  for (int i = 0; i < 3; i++) {
+    if (gl_in[i].gl_PointSize != dot(gl_in[i].gl_Position, vec4(1.0)))
+      ok = false;
+  }
+  for (int i = 0; i < 3; i++) {
+    gl_Position = gl_in[i].gl_Position;
+    color = ok ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+    EmitVertex();
+  }
+}
+
+[fragment shader]
+in vec4 color;
+
+void main()
+{
+  gl_FragColor = color;
+}
+
+[test]
+clear color 0.0 0.0 0.0 0.0
+clear
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
-- 
1.8.4



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