File: barrier-patch.shader_test

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piglit 0~git20220119-124bca3c9-1
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[require]
GLSL >= 1.50
GL_ARB_tessellation_shader

[vertex shader passthrough]

[tessellation control shader]
#extension GL_ARB_tessellation_shader: require
layout(vertices = 6) out;

patch out int val[6];
patch out vec4 pcolor;

void main() {
	gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
        if (gl_InvocationID < val.length())
                val[gl_InvocationID] = gl_InvocationID;

        pcolor = vec4(0, 1, 0, 1);

        barrier();

        for (int i = 0; i < val.length(); i++) {
                 // Switch things up so that each invocation checks
                 // different locations
                 int index = (i + gl_InvocationID) % val.length();
                 if (val[index] != index)
                         pcolor = vec4(1, 0, 0, 1);
        }

	gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 0.0);
	gl_TessLevelInner = float[2](0.0, 0.0);
}


[tessellation evaluation shader]
#extension GL_ARB_tessellation_shader: require
layout(triangles) in;

patch in vec4 pcolor;
out vec4 color;

void main() {
	gl_Position = gl_in[0].gl_Position * gl_TessCoord[0]
	            + gl_in[1].gl_Position * gl_TessCoord[1]
	            + gl_in[2].gl_Position * gl_TessCoord[2];
        color = pcolor;
}


[fragment shader]
in vec4 color;
void main()
{
	gl_FragColor = color;
}

[vertex data]
piglit_vertex/float/2
-1.0 -1.0
 1.0 -1.0
-1.0  1.0
-1.0  1.0
 1.0 -1.0
 1.0  1.0
-1.0  1.0
 1.0 -1.0
 1.0  1.0
-1.0  1.0
 1.0 -1.0
 1.0  1.0

[test]
clear color 0.0 0.0 0.0 1.0
clear

patch parameter vertices 3
draw arrays GL_PATCHES 0 6
probe all rgba 0.0 1.0 0.0 1.0

clear color 0.0 0.0 0.0 1.0
clear

patch parameter vertices 6
draw arrays GL_PATCHES 0 12
probe all rgba 0.0 1.0 0.0 1.0