[Piglit] [PATCH 2/3] GS: Tests that varying arrays can only be passed between VS and GS within blocks
Nicholas Mack
nichmack at gmail.com
Thu Sep 12 10:47:24 PDT 2013
---
.../execution/vs-gs-arrays-fail.shader_test | 63 ++++++++++++++++
.../vs-gs-arrays-within-blocks-pass.shader_test | 86 ++++++++++++++++++++++
2 files changed, 149 insertions(+)
create mode 100644 tests/spec/glsl-1.50/execution/vs-gs-arrays-fail.shader_test
create mode 100644 tests/spec/glsl-1.50/execution/vs-gs-arrays-within-blocks-pass.shader_test
diff --git a/tests/spec/glsl-1.50/execution/vs-gs-arrays-fail.shader_test b/tests/spec/glsl-1.50/execution/vs-gs-arrays-fail.shader_test
new file mode 100644
index 0000000..877b0a6
--- /dev/null
+++ b/tests/spec/glsl-1.50/execution/vs-gs-arrays-fail.shader_test
@@ -0,0 +1,63 @@
+# Test that vertex array outputs are not allowed outside of output blocks since
+# 2D arrays are not supported.
+#
+# From the GLSL 1.50 specification, section 4.3.4 ("Inputs"):
+#
+# "If the output of a vertex shader is itself an array to be consumed by a
+# geometry shader, then it must appear in an output block (see interface blocks
+# below) in the vertex shader and in an input block in the geometry shader with
+# a block instance name declared as an array. This is required for arrays
+# output from a vertex shader because two-dimensional arrays are not
+# supported."
+
+[require]
+GL >= 3.2
+GLSL >= 1.50
+
+[vertex shader]
+
+in vec4 vertex;
+
+out vec4 pos;
+out float a[3];
+
+void main()
+{
+ gl_Position = vertex;
+ pos = vertex;
+ for(int i = 0; i < 3; i++) {
+ a[i] = i+1;
+ }
+}
+
+[geometry shader]
+
+layout(triangles) in;
+layout(triangle_strip, max_vertices = 3) out;
+
+in vec4 pos[];
+in float a[3];
+
+
+void main()
+{
+}
+
+[fragment shader]
+
+out vec4 color;
+
+void main()
+{
+ color = vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[vertex data]
+vertex/float/2
+-1.0 -1.0
+ 1.0 -1.0
+ 1.0 1.0
+-1.0 1.0
+
+[test]
+link error
diff --git a/tests/spec/glsl-1.50/execution/vs-gs-arrays-within-blocks-pass.shader_test b/tests/spec/glsl-1.50/execution/vs-gs-arrays-within-blocks-pass.shader_test
new file mode 100644
index 0000000..52b8b00
--- /dev/null
+++ b/tests/spec/glsl-1.50/execution/vs-gs-arrays-within-blocks-pass.shader_test
@@ -0,0 +1,86 @@
+# Test that vertex array outputs that are passed to a geometry shader are only
+# valid if they are declared within an output block.
+#
+# From the GLSL 1.50 specification, section 4.3.4 ("Inputs"):
+#
+# "If the output of a vertex shader is itself an array to be consumed by a
+# geometry shader, then it must appear in an output block (see interface blocks
+# below) in the vertex shader and in an input block in the geometry shader with
+# a block instance name declared as an array. This is required for arrays
+# output from a vertex shader because two-dimensional arrays are not
+# supported."
+
+[require]
+GL >= 3.2
+GLSL >= 1.50
+
+[vertex shader]
+
+in vec4 vertex;
+
+out vec4 pos;
+out block {
+ float a[4];
+};
+
+void main()
+{
+ gl_Position = vertex;
+ pos = vertex;
+ for(int i = 0; i < 4; i++) {
+ a[i] = i+1;
+ }
+}
+
+[geometry shader]
+
+layout(triangles) in;
+layout(triangle_strip, max_vertices = 3) out;
+
+in vec4 pos[];
+in block {
+ float a[4];
+} b[];
+
+out float aa[4];
+
+void main()
+{
+ for(int i = 0; i < 3; i++) {
+ gl_Position = pos[i];
+ for(int j = 0; j < 4; j++) {
+ aa[j] = b[i].a[j];
+ }
+ EmitVertex();
+ }
+}
+
+[fragment shader]
+
+in float aa[4];
+
+out vec4 color;
+
+void main()
+{
+ bool fail = false;
+ for(int i = 0; i < 4; i++) {
+ if(aa[i] != i + 1) fail = true;
+ }
+
+ if (fail)
+ color = vec4(1.0, 0.0, 0.0, 1.0);
+ else
+ color = vec4(0.0, 1.0, 0.0, 1.0);
+}
+
+[vertex data]
+vertex/float/2
+-1.0 -1.0
+ 1.0 -1.0
+ 1.0 1.0
+-1.0 1.0
+
+[test]
+draw arrays GL_TRIANGLE_FAN 0 4
+probe all rgba 0.0 1.0 0.0 1.0
--
1.8.3.1
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