File: fs-layout.shader_test

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# 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