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# Check proper functioning of the gl_PrimitiveID fragment shader input, in the
# case where there is no geometry shader, and a quad strip is being drawn.
[require]
GL COMPAT >= 3.2
GLSL >= 1.50
[vertex shader]
#version 150
in vec3 piglit_vertex;
flat out int expected_primitive_id;
void main()
{
gl_Position = vec4(piglit_vertex.xy, 0.0, 1.0);
expected_primitive_id = int(piglit_vertex.z);
}
[fragment shader]
#version 150
flat in int expected_primitive_id;
out vec4 piglit_fragcolor;
void main()
{
if (expected_primitive_id == gl_PrimitiveID)
piglit_fragcolor = vec4(0.0, 1.0, 0.0, 1.0);
else
piglit_fragcolor = vec4(1.0, 0.0, 0.0, 1.0);
}
[vertex data]
piglit_vertex/float/3
-1.0 1.0 0.0
-1.0 -1.0 0.0
-0.5 1.0 0.0
-0.5 -1.0 0.0
0.0 1.0 1.0
0.0 -1.0 1.0
0.5 1.0 2.0
0.5 -1.0 2.0
1.0 1.0 3.0
1.0 -1.0 3.0
[test]
clear color 0.0 0.0 0.0 0.0
clear
draw arrays GL_QUAD_STRIP 0 10
probe all rgba 0.0 1.0 0.0 1.0
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