File: gs-conditional-emit.shader_test

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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