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[require]
GLSL >= 1.50
GL_ARB_fragment_layer_viewport
GL_ARB_shader_atomic_counters
#
# Ensure that the fragment stage reads the same value for gl_Layer as was
# written by the geometry stage.
#
# This test covers the case where the value written is in range.
#
[vertex shader]
#version 150
in vec4 piglit_vertex;
void main()
{
gl_Position = piglit_vertex;
}
[geometry shader]
#version 150
layout(triangles) in;
layout(triangle_strip, max_vertices=12) out;
flat out int layer_written;
void main()
{
for (int layer = 0; layer < 4; layer++) {
for (int i = 0; i < 3; i++) {
gl_Position = gl_in[i].gl_Position;
layer_written = layer;
gl_Layer = layer;
EmitVertex();
}
EndPrimitive();
}
}
[fragment shader]
#version 150
#extension GL_ARB_fragment_layer_viewport: require
#extension GL_ARB_shader_atomic_counters: require
flat in int layer_written;
layout(binding = 0) uniform atomic_uint matches;
layout(binding = 0) uniform atomic_uint mismatches;
void main()
{
if (layer_written == gl_Layer)
atomicCounterIncrement(matches);
else
atomicCounterIncrement(mismatches);
gl_FragColor = vec4(0);
}
[test]
texture junk 2DArray 0 ( 64 , 64 , 4 )
fb tex layered 0
atomic counters 2
draw rect -1 -1 2 2
probe atomic counter 0 != 0
probe atomic counter 1 == 0
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