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
|
# Test layouts of atomic counters in a fragment shader.
[require]
GLSL >= 1.40
GL_ARB_shader_atomic_counters
INT GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS >= 2
[vertex shader passthrough]
[fragment shader]
#version 140
#extension GL_ARB_shader_atomic_counters: require
layout(binding = 0, offset = 0) uniform atomic_uint a0;
layout(binding = 1, offset = 0) uniform atomic_uint b0;
layout(binding = 1, offset = 4) uniform atomic_uint b1[2];
uniform uint a0_expected;
uniform uint b0_expected;
uniform uint b1_expected;
uniform uint idx;
out vec4 color;
void main()
{
uint old_a0 = atomicCounterIncrement(a0);
uint old_b0 = atomicCounterIncrement(b0);
uint old_b1 = atomicCounterIncrement(b1[idx]);
if (old_a0 != a0_expected) {
color = vec4(1.0, 0.0, float(old_a0) / 255.0, 1.0);
return;
}
if (old_b0 != b0_expected) {
color = vec4(1.0, 0.1, float(old_b0) / 255.0, 1.0);
return;
}
if (old_b1 != b1_expected) {
color = vec4(1.0, 0.2, float(old_b1) / 255.0, 1.0);
return;
}
color = vec4(0.0, 1.0, 0.0, 1.0);
}
[test]
atomic counter buffer 0 1
atomic counter buffer 1 3
clear color 0.0 0.0 0.0 0.0
clear
atomic counter 0 0 17
atomic counter 1 0 31
atomic counter 1 1 4
atomic counter 1 2 9
uniform uint a0_expected 17
uniform uint b0_expected 31
uniform uint idx 1
uniform uint b1_expected 9
draw rect ortho 0 0 1 1
probe rgba 0 0 0.0 1.0 0.0 1.0
|