1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81
|
# This test verifies that dynamically uniform indexing of UBO arrays
# in the geometry shader behaves correctly, when the block member is a
# const-indexed array.
[require]
GLSL >= 1.50
GL_ARB_gpu_shader5
[vertex shader passthrough]
[geometry shader]
#version 150
#extension GL_ARB_gpu_shader5: require
uniform block {
vec4 color[2];
} arr[4];
uniform int n;
layout(triangles) in;
layout(triangle_strip, max_vertices=3) out;
out vec4 color;
void main()
{
for (int i = 0; i < 3; i++) {
gl_Position = gl_in[i].gl_Position;
color = arr[n].color[1];
EmitVertex();
}
EndPrimitive();
}
[fragment shader]
#version 150
in vec4 color;
out vec4 out_color;
void main()
{
out_color = color;
}
[test]
clear color 0.2 0.2 0.2 0.2
clear
ubo array index 0
uniform vec4 block.color[0] 0.0 1.0 1.0 0.0
uniform vec4 block.color[1] 1.0 0.0 0.0 0.0
ubo array index 1
uniform vec4 block.color[0] 0.0 1.0 1.0 0.0
uniform vec4 block.color[1] 0.0 1.0 0.0 0.0
ubo array index 2
uniform vec4 block.color[0] 0.0 1.0 1.0 0.0
uniform vec4 block.color[1] 0.0 0.0 1.0 0.0
ubo array index 3
uniform vec4 block.color[0] 0.0 1.0 1.0 0.0
uniform vec4 block.color[1] 1.0 1.0 1.0 1.0
uniform int n 0
draw rect -1 -1 1 1
relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
uniform int n 1
draw rect 0 -1 1 1
relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
uniform int n 2
draw rect -1 0 1 1
relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
uniform int n 3
draw rect 0 0 1 1
relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
|