File: gs-input-sizing-layout-consistent-with-static-usage.shader_test

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# Section 4.3.8.1 (Input Layout Qualifiers) of the GLSL 1.50 spec says:
#
# It is a link-time error if not all provided sizes (sized input
# arrays and layout size) match across all geometry shaders in the
# program.
#
# This test exercises the case where one compilation unit provides a
# size via a layout declaration, and another provides a size
# implicitly by accessing a member of an input array using a constant
# that is consistent with the size provided in the layout declaration.

[require]
GLSL >= 1.50

[vertex shader]
#version 150

in int value;
flat out int value_to_gs;

void main()
{
  value_to_gs = value;
}

[geometry shader]
#version 150

layout(triangles) in;
layout(triangle_strip, max_vertices = 4) out;

void do_vertex();

void main()
{
  gl_Position = vec4(-1.0, -1.0, 0.0, 1.0);
  do_vertex();
  gl_Position = vec4(-1.0, 1.0, 0.0, 1.0);
  do_vertex();
  gl_Position = vec4(1.0, -1.0, 0.0, 1.0);
  do_vertex();
  gl_Position = vec4(1.0, 1.0, 0.0, 1.0);
  do_vertex();
}

[geometry shader]
#version 150

flat in int value_to_gs[];
out vec4 color_to_fs;

void do_vertex()
{
  if (value_to_gs[2] == 2)
    color_to_fs = vec4(0.0, 1.0, 0.0, 1.0);
  else
    color_to_fs = vec4(1.0, 0.0, 0.0, 1.0);
  EmitVertex();
}

[fragment shader]
#version 150

in vec4 color_to_fs;
out vec4 color;

void main()
{
  color = color_to_fs;
}

[vertex data]
value/int/1
0
1
2

[test]
clear color 0.0 0.0 0.0 0.0
clear
draw arrays GL_TRIANGLES 0 3
probe all rgba 0.0 1.0 0.0 1.0