File: glsl-uniform-initializer-6.shader_test

package info (click to toggle)
piglit 0~git20200212-f4710c51b-1
  • links: PTS, VCS
  • area: main
  • in suites: bullseye
  • size: 106,972 kB
  • sloc: ansic: 263,763; xml: 48,941; python: 29,918; lisp: 19,789; cpp: 12,142; sh: 22; makefile: 20; pascal: 5
file content (30 lines) | stat: -rw-r--r-- 855 bytes parent folder | download | duplicates (5)
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
[require]
GLSL >= 1.50
GL_ARB_gpu_shader_fp64
GL_ARB_shading_language_420pack

[vertex shader passthrough]

[fragment shader]
#version 150
#extension GL_ARB_shading_language_420pack : require
#extension GL_ARB_gpu_shader_fp64 : require

uniform dvec4 a[] = { dvec4(1.0), dvec4(0.0), dvec4(0.0), dvec4(0.0),
                    dvec4(0.0), dvec4(0.0), dvec4(0.0), dvec4(0.0),
                    dvec4(0.0), dvec4(0.0), dvec4(0.0), dvec4(1.0),
                    dvec4(0.0), dvec4(0.0), dvec4(0.0), dvec4(0.0) };
void main()
{
	gl_FragColor = vec4(a[1].r, a[11].r, a[2].r, 1.0);
}

[test]
# green rectangle on left side
draw rect -1 -1 1 2
relative probe rgb (0.25, 0.5) (0.0, 1.0, 0.0)
# blue rectangle on right side
uniform dvec4 a[11] 0.0 0.0 0.0 0.0
uniform dvec4 a[2] 1.0 0.0 0.0 0.0
draw rect 0 -1 1 2
relative probe rgb (0.75, 0.5) (0.0, 0.0, 1.0)