File: interface-blocks-complex-vs-fs.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 (155 lines) | stat: -rw-r--r-- 2,401 bytes parent folder | download | duplicates (5)
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
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
[require]
GLSL >= 1.50

[vertex shader]
in vec4 piglit_vertex;

uniform ublk {
    uniform vec4 color;
} c;

out vblk1 {
    vec4 r;
};

void vs2_set_gb();
void vs2_set_a();
void vs3_set_b();
void vs4_set_a();

void main()
{
    gl_Position = piglit_vertex;
    r.r = c.color.r;
    vs2_set_gb();
    vs3_set_b();
    vs4_set_a();
    vs2_set_a();
}

[vertex shader]
uniform ublk {
    uniform vec4 color;
} vs2ublk;

struct gb_struct {
    vec2 gb;
};

out vblk2 {
    float unused;
    float a;
    gb_struct gb_array[3];
} gb_blk;

/* Use an array within an interface block.
 */
void vs2_set_gb()
{
    gb_blk.gb_array[1].gb = vs2ublk.color.gb;
}

/* Make sure that vblk2.a doesn't alias/overwrite vblk4.a.
 * vblk4.a is used in the final result.
 */
void vs2_set_a()
{
    gb_blk.a = 0;
}

[vertex shader]
uniform ublk {
    uniform vec4 color;
} vs3ublk;

out vblk3 {
    float b;
} b_blk[3];

/* Use an array of interface block instances.
 */
void vs3_set_b()
{
    b_blk[1].b = vs3ublk.color.b;
    b_blk[0].b = b_blk[2].b = 0.0;
}

[vertex shader]
uniform ublk {
    uniform vec4 color;
} vs4ublk;

out vblk4 {
    mat4 unused;
    float a;
} a_blk;

void vs4_set_a()
{
    a_blk.a = vs4ublk.color.a;
}

[fragment shader]
/* Note: vblk1 did not have an instance name in VS1
 */
in vblk1 {
    vec4 r;
} r_blk;

struct gb_struct {
    vec2 gb;
};

in vblk2 {
    float unused;
    float a;
    gb_struct gb_array[3];
} gb_blk;

in vblk3 {
    float b;
} b_blk[3];

/* Note: vblk4 had an instance name in VS4
 */
in vblk4 {
    mat4 unused;
    float a;
};

void main()
{
    /* Note: gl_FragColor is set to the uniform named color, but it is
     * passed through several interface blocks.
     */
    gl_FragColor.r = r_blk.r.r;
    gl_FragColor.gb = gb_blk.gb_array[1].gb;
    gl_FragColor.b = b_blk[1].b;
    gl_FragColor.a = a;
}

[test]
uniform vec4 ublk.color 1.0 0.0 0.0 0.0
draw rect -1 -1 2 2
probe all rgba 1.0 0.0 0.0 0.0

uniform vec4 ublk.color 0.0 1.0 0.0 0.0
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 0.0

uniform vec4 ublk.color 0.0 0.0 1.0 0.0
draw rect -1 -1 2 2
probe all rgba 0.0 0.0 1.0 0.0

uniform vec4 ublk.color 0.0 0.0 0.0 1.0
draw rect -1 -1 2 2
probe all rgba 0.0 0.0 0.0 1.0

uniform vec4 ublk.color 1.0 0.0 1.0 0.0
draw rect -1 -1 2 2
probe all rgba 1.0 0.0 1.0 0.0

uniform vec4 ublk.color 0.0 1.0 0.0 1.0
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0