File: double-array-vs-tcs-tes.shader_test

package info (click to toggle)
piglit 0~git20220119-124bca3c9-1
  • links: PTS, VCS
  • area: main
  • in suites: bookworm
  • size: 109,012 kB
  • sloc: ansic: 273,511; xml: 46,666; python: 33,098; lisp: 20,392; cpp: 12,480; sh: 22; makefile: 22; pascal: 5
file content (98 lines) | stat: -rw-r--r-- 1,884 bytes parent folder | download | duplicates (4)
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
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
# simple double array through vs->tcs->tes->fs.
[require]
GLSL >= 1.50
GL_ARB_tessellation_shader
GL_ARB_gpu_shader_fp64

[vertex shader]
#extension GL_ARB_gpu_shader_fp64: require

in vec4 vertex;

out VS {
  double vs_var0[2];
};

void main()
{
	gl_Position = vertex;
	vs_var0[0] = 1.0LF;
	vs_var0[1] = 2.0LF;
}


[tessellation control shader]
#extension GL_ARB_tessellation_shader: require
#extension GL_ARB_gpu_shader_fp64: require
layout(vertices = 3) out;

in VS {
   double vs_var0[2];
} inp[];

out TCS {
   double tcs_var0[2];
} outp[];

void main() {
	gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
	gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 0.0);
	gl_TessLevelInner = float[2](0.0, 0.0);
	outp[gl_InvocationID].tcs_var0[0] = inp[gl_InvocationID].vs_var0[0] + 2.0LF;
	outp[gl_InvocationID].tcs_var0[1] = inp[gl_InvocationID].vs_var0[1] + 3.0LF;
}


[tessellation evaluation shader]
#extension GL_ARB_tessellation_shader: require
#extension GL_ARB_gpu_shader_fp64: require
layout(triangles) in;

in TCS {
   double tcs_var0[2];
} inp[];

out TES {
   flat double tes_var0[2];
};

void main() {
        dvec2 temp;
	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];

	tes_var0[0] = inp[0].tcs_var0[0] + 3.0LF;
	tes_var0[1] = inp[0].tcs_var0[1] + 4.0LF;
}


[fragment shader]
#extension GL_ARB_gpu_shader_fp64: require
in TES {
   flat double tes_var0[2];
};

void main()
{
	if (tes_var0[0] == 6.0LF && tes_var0[1] == 9.0LF)
		gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
	else
		gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}

[vertex data]
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

[test]
clear color 0.1 0.1 0.1 0.1
clear
patch parameter vertices 3
draw arrays GL_PATCHES 0 6
probe all rgba 0.0 1.0 0.0 1.0