File: tcs-patch-vec4-swiz-index-wr.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]
#version 150

in vec4 piglit_vertex;

void main()
{
    gl_Position = piglit_vertex;
}

[tessellation control shader]
#version 150
#extension GL_ARB_tessellation_shader : require
layout(vertices = 4) out;

uniform int index;
patch out ivec4 v;

void main()
{
    if (gl_InvocationID == 0)
        v = ivec4(-1);

    barrier();

    // Write part of the variable and with a swizzle
    if (gl_InvocationID < 3)
        v.wxy[2 - gl_InvocationID] = int(gl_InvocationID);

    gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
    gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);
    gl_TessLevelInner = float[2](1.0, 1.0);
}

[tessellation evaluation shader]
#version 150
#extension GL_ARB_tessellation_shader : require
layout(quads, equal_spacing) in;

uniform int index;
patch in ivec4 v;
out vec4 fscolor;

#define INTERP_QUADj(INj, OUT) do { \
    vec4 v[4]; \
    for (int j = 0; j < 4; j++) v[j] = INj; \
    OUT = mix(mix(v[0], v[1], gl_TessCoord[0]), mix(v[2], v[3], gl_TessCoord[0]), \
              gl_TessCoord[1]); \
} while(false)

void main() {
    bool pass = true;

    if (v != ivec4(1, 0, -1, 2))
        pass = false;

    fscolor = pass ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);

    INTERP_QUADj(gl_in[j].gl_Position, gl_Position);
}

[fragment shader]
#version 150
in vec4 fscolor;
out vec4 outcolor;

void main()
{
    outcolor = fscolor;
}

[test]
clear color 0.5 0.5 0.5 0.5
clear

patch parameter vertices 4

draw rect patch -1 -1 0.09 0.09
#draw arrays GL_PATCHES 0 4
probe rgb 6 6 0.0 1.0 0.0