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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_ViewportIndex as was
# written by the geometry stage.
#
# This test covers the case where the value written is out of range.
#
[vertex shader]
#version 150
in vec4 piglit_vertex;
void main()
{
gl_Position = piglit_vertex;
}
[geometry shader]
#version 150
#extension GL_ARB_viewport_array: require
layout(triangles) in;
layout(triangle_strip, max_vertices=9) out;
const int vps[] = int[]( -1, 16, 2048 );
flat out int vp_written;
void main()
{
for (int vp = 0; vp < vps.length(); vp++) {
for (int i = 0; i < 3; i++) {
gl_Position = gl_in[i].gl_Position;
vp_written = vps[vp];
gl_ViewportIndex = vps[vp];
EmitVertex();
}
EndPrimitive();
}
}
[fragment shader]
#version 150
#extension GL_ARB_fragment_layer_viewport: require
#extension GL_ARB_shader_atomic_counters: require
flat in int vp_written;
layout(binding = 0) uniform atomic_uint mismatches;
void main()
{
if (vp_written != gl_ViewportIndex)
atomicCounterIncrement(mismatches);
gl_FragColor = vec4(0);
}
[test]
texture junk 2DArray 0 ( 64 , 64 , 1 )
fb tex layered 0
atomic counters 1
draw rect -1 -1 2 2
probe atomic counter 0 == 0
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