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# According to GL 3.2 section 2.11.6 ("Varying Variables")
#
# All components of any varying and special variable written are counted
# against the gl_MaxVertexOutputComponents limit.
# All components of any varying and special variable read are counted
# against the gl_MaxFragmentInputComponents limit.
# gl_Position is a special variables, thus it takes 4 components.
#
# When linking a program containing only a vertex and fragment shader
# there is an additional limit gl_MaxVaryingComponents, which doesn't
# include components consumed by gl_Position.
[require]
GLSL >= 1.50
[vertex shader]
#version 150
in vec4 piglit_vertex;
flat out ivec4 f[min(min(gl_MaxFragmentInputComponents, gl_MaxVertexOutputComponents - 4), gl_MaxVaryingComponents) / 4];
void main()
{
gl_Position = piglit_vertex;
for (int i = 0; i < f.length(); i++)
f[i] = ivec4(i * 4, i * 4 + 1, i * 4 + 2, i * 4 + 3);
}
[fragment shader]
#version 150
flat in ivec4 f[min(min(gl_MaxFragmentInputComponents, gl_MaxVertexOutputComponents - 4), gl_MaxVaryingComponents) / 4];
void main()
{
bool ok = true;
for (int i = 0; i < f.length(); i++) {
if (f[i] != ivec4(i * 4, i * 4 + 1, i * 4 + 2, i * 4 + 3))
ok = false;
}
gl_FragColor = ok ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
clear color 0.0 0.0 0.0 0.0
clear
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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