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# The contents of out variables is undefined after EmitVertex(), but this
# should only apply when the EmitVertex() is actually executed.
#
# This test triggered a bug in st_glsl_to_tgsi, where the contents of
# gs_fs_color were not preserved for the first emit in the else-block.
[require]
GL >= 3.2
GLSL >= 1.50
[vertex shader passthrough]
[geometry shader]
layout(points) in;
layout(triangle_strip, max_vertices = 4) out;
flat out vec4 gs_fs_color;
uniform int choice;
uniform vec4 u_color;
void emit(float x, float y)
{
gl_Position.x = x;
gl_Position.y = y * gs_fs_color.y;
gl_Position.z = 0.0;
gl_Position.w = 1.0;
EmitVertex();
}
void main()
{
gs_fs_color = 2 * u_color;
if (choice >= 2) {
emit(-1, -1);
gs_fs_color = vec4(0, 1, 0, 1);
emit(-1, 1);
gs_fs_color = vec4(0, 1, 0, 1);
emit(1, -1);
gs_fs_color = vec4(0, 1, 0, 1);
emit(1, 1);
EndPrimitive();
} else {
emit(-1, -1);
gs_fs_color = vec4(0, 1, 0, 1);
emit(-1, 1);
gs_fs_color = vec4(0, 1, 0, 1);
emit(1, -1);
gs_fs_color = vec4(0, 1, 0, 1);
emit(1, 1);
EndPrimitive();
}
}
[fragment shader]
flat in vec4 gs_fs_color;
out vec4 color;
void main()
{
color = gs_fs_color;
}
[test]
clear color 1.0 0.0 0.0 0.0
clear
uniform vec4 u_color 0.0 0.5 0.0 0.5
uniform int choice 4
draw arrays GL_POINTS 0 1
probe all rgba 0.0 1.0 0.0 1.0
clear color 1.0 0.0 0.0 0.0
clear
uniform int choice 1
draw arrays GL_POINTS 0 1
probe all rgba 0.0 1.0 0.0 1.0
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