File: vs-gs-arrays-within-blocks-pass.shader_test

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# Test that vertex array outputs that are passed to a geometry shader are
#  valid if they are declared within an output block.
#
# From the GLSL 1.50 specification, section 4.3.4 ("Inputs"):
#
# "If the output of a vertex shader is itself an array to be consumed by a
#  geometry shader, then it must appear in an output block (see interface blocks
#  below) in the vertex shader and in an input block in the geometry shader with
#  a block instance name declared as an array. This is required for arrays
#  output from a vertex shader because two-dimensional arrays are not
#  supported."

[require]
GL >= 3.2
GLSL >= 1.50

[vertex shader]

in vec4 vertex;
in float offset;

out vec4 pos;
out block {
	float a[4];
};
out float off;

void main()
{
	gl_Position = vertex;
	pos = vertex;
	for(int i = 0; i < 4; i++) {
		a[i] = offset + i;
	}
	off = offset;
}

[geometry shader]

layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;

in vec4 pos[];
in block {
	float a[4];
} b[];
in float off[];

out vec4 c;

void main()
{
	bool pass = true;
	for(int i = 0; i < 3; i++) {
		for(int j = 0; j < 4; j++) {
			if(b[i].a[j] != off[i] + j) pass = false;
		}
	}

	for(int i = 0; i < 3; i++) {
		gl_Position = pos[i];
		c = pass ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
		EmitVertex();
	}
}

[fragment shader]

in vec4 c;

out vec4 color;

void main()
{
	color = c;
}

[vertex data]
vertex/float/2	offset/float/1
-1.0 -1.0	0.0
 1.0 -1.0	10.0
 1.0  1.0	20.0
-1.0  1.0	30.0

[test]
draw arrays GL_TRIANGLE_FAN 0 4
probe all rgba 0.0 1.0 0.0 1.0