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
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# Check proper functioning of the gl_PrimitiveID fragment shader input, in the
# case where there is no geometry shader, and polygon mode is set to points.
[require]
GLSL >= 1.50
[vertex shader]
#version 150
in vec4 piglit_vertex;
flat out int vertex_id;
void main()
{
gl_Position = piglit_vertex;
vertex_id = gl_VertexID;
}
[fragment shader]
#version 150
flat in int vertex_id;
void main()
{
/* We draw a triangle fan containing 6 vertices, so the relationship between
* the primitive ID and the input vertex ID's should be:
*
* Primitive ID Vertex ID's Provoking vertex ID
* 0 0 1 2 1
* 1 0 2 3 2
* 2 0 3 4 3
* 3 0 4 5 4
*
* Since vertex_id uses interpolation qualifier "flat", it should
* always receive the value from the provoking vertex. Therefore,
* by the table above, it should always be 2 greater than the
* expected value of gl_PrimitiveID.
*/
int expected_primitive_id = vertex_id - 2;
if (expected_primitive_id == gl_PrimitiveID)
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
[vertex data]
piglit_vertex/float/2
-0.99 -0.99
-0.99 0.99
0.00 0.99
0.99 0.99
0.99 0.00
0.99 -0.99
[test]
# This is a little bit lame. :( Point, and to a lesser extent line,
# rasterization mode doesn't draw very much. That makes it hard to probe in a
# shader_runner test. Instead, clear the screen to the "expected" color. The
# shader will draw a different color for failing pixels, and "probe all" will
# detect the problem.
#
# This won't catch cases where the test doesn't draw anything. Hopefullly
# problems of that nature will have already been caught by other tests.
clear color 0.0 1.0 0.0 1.0
clear
polygon mode GL_FRONT_AND_BACK GL_POINT
draw arrays GL_TRIANGLE_FAN 0 6
probe all rgba 0.0 1.0 0.0 1.0
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