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
  
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      # Check proper functioning of the gl_PrimitiveID fragment shader
# input, in the case where there is no geometry shader.
[require]
GLSL >= 1.50
GL_EXT_provoking_vertex
[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 strip 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        0
   *  1             1 3 2        1
   *  2             2 3 4        2
   *  3             3 5 4        3
   *
   * 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 the same as the
   * expected value of gl_PrimitiveID.
   */
  int expected_primitive_id = vertex_id;
  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
-1.0 -1.0
 1.0 -1.0
-1.0  0.0
 1.0  0.0
-1.0  1.0
 1.0  1.0
[test]
clear color 0.0 0.0 0.0 0.0
clear
provoking vertex first
draw arrays GL_TRIANGLE_STRIP 0 6
probe all rgba 0.0 1.0 0.0 1.0
 
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