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# Test that varying structs work properly.
#
# From the GLSL 1.50 specification, section 4.3.4 ("Input Variables"):
#
# "Fragment inputs can only be signed and unsigned integers and
# integer vectors, float, floating-point vectors, matrices, or
# arrays or structures of these."
#
# And from section 4.3.6 ("Output Variables"):
#
# "Vertex and geometry output variables output per-vertex data and are
# declared using the out storage qualifier, the centroid out storage
# qualifier, or the deprecated varying storage qualifier. They can only be
# float, floating-point vectors, matrices, signed or unsigned integers or
# integer vectors, or arrays or structures of any these."
#
# This test verifies basic functionality of varying structs using a
# varying struct containing a variety of types.
[require]
GL >= 3.2
GLSL >= 1.50
[vertex shader]
#version 150
uniform float ref;
in vec4 vertex;
out vec4 pos;
struct Foo
{
mat4 a;
mat3 b;
mat2 c;
vec4 d;
vec3 e;
vec2 f;
float g;
};
out Foo foo;
void main()
{
gl_Position = vertex;
pos = vertex;
foo.a = mat4(ref, ref + 1.0, ref + 2.0, ref + 3.0,
ref + 4.0, ref + 5.0, ref + 6.0, ref + 7.0,
ref + 8.0, ref + 9.0, ref + 10.0, ref + 11.0,
ref + 12.0, ref + 13.0, ref + 14.0, ref + 15.0);
foo.b = mat3(ref + 16.0, ref + 17.0, ref + 18.0,
ref + 19.0, ref + 20.0, ref + 21.0,
ref + 22.0, ref + 23.0, ref + 24.0);
foo.c = mat2(ref + 25.0, ref + 26.0,
ref + 27.0, ref + 28.0);
foo.d = vec4(ref + 29.0, ref + 30.0, ref + 31.0, ref + 32.0);
foo.e = vec3(ref + 33.0, ref + 34.0, ref + 35.0);
foo.f = vec2(ref + 36.0, ref + 37.0);
foo.g = ref + 38.0;
}
[geometry shader]
#version 150
uniform float ref;
layout(triangles) in;
layout(triangle_strip, max_vertices=3) out;
in vec4 pos[];
flat out int gs_pass;
struct Foo
{
mat4 a;
mat3 b;
mat2 c;
vec4 d;
vec3 e;
vec2 f;
float g;
};
in Foo foo[];
#define CHECK(value, expected) \
if (distance(value, expected) > 0.00001) \
pass = false
void main()
{
bool pass = true;
for(int i = 0; i < 3; i++) {
CHECK(foo[i].a[0], vec4(ref, ref + 1.0, ref + 2.0, ref + 3.0));
CHECK(foo[i].a[1], vec4(ref + 4.0, ref + 5.0, ref + 6.0, ref + 7.0));
CHECK(foo[i].a[2], vec4(ref + 8.0, ref + 9.0, ref + 10.0, ref + 11.0));
CHECK(foo[i].a[3], vec4(ref + 12.0, ref + 13.0, ref + 14.0, ref + 15.0));
CHECK(foo[i].b[0], vec3(ref + 16.0, ref + 17.0, ref + 18.0));
CHECK(foo[i].b[1], vec3(ref + 19.0, ref + 20.0, ref + 21.0));
CHECK(foo[i].b[2], vec3(ref + 22.0, ref + 23.0, ref + 24.0));
CHECK(foo[i].c[0], vec2(ref + 25.0, ref + 26.0));
CHECK(foo[i].c[1], vec2(ref + 27.0, ref + 28.0));
CHECK(foo[i].d, vec4(ref + 29.0, ref + 30.0, ref + 31.0, ref + 32.0));
CHECK(foo[i].e, vec3(ref + 33.0, ref + 34.0, ref + 35.0));
CHECK(foo[i].f, vec2(ref + 36.0, ref + 37.0));
CHECK(foo[i].g, ref + 38.0);
}
for(int i = 0; i < 3; i++) {
gl_Position = pos[i];
gs_pass = int(pass);
EmitVertex();
}
}
[fragment shader]
#version 150
flat in int gs_pass;
out vec4 color;
void main()
{
if (gs_pass == 0)
color = vec4(1.0, 0.0, 0.0, 1.0);
else
color = vec4(0.0, 1.0, 0.0, 1.0);
}
[vertex data]
vertex/float/2
-1.0 -1.0
1.0 -1.0
1.0 1.0
-1.0 1.0
[test]
uniform float ref 137.035999074
draw arrays GL_TRIANGLE_FAN 0 4
probe all rgba 0.0 1.0 0.0 1.0
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