---
 .../execution/vs-gs-arrays-fail.shader_test        | 63 ++++++++++++++++
 .../vs-gs-arrays-within-blocks-pass.shader_test    | 86 ++++++++++++++++++++++
 2 files changed, 149 insertions(+)
 create mode 100644 tests/spec/glsl-1.50/execution/vs-gs-arrays-fail.shader_test
 create mode 100644 
tests/spec/glsl-1.50/execution/vs-gs-arrays-within-blocks-pass.shader_test

diff --git a/tests/spec/glsl-1.50/execution/vs-gs-arrays-fail.shader_test 
b/tests/spec/glsl-1.50/execution/vs-gs-arrays-fail.shader_test
new file mode 100644
index 0000000..877b0a6
--- /dev/null
+++ b/tests/spec/glsl-1.50/execution/vs-gs-arrays-fail.shader_test
@@ -0,0 +1,63 @@
+# Test that vertex array outputs are not allowed outside of output blocks since
+# 2D arrays are not supported.
+#
+# 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;
+
+out vec4 pos;
+out float a[3];
+
+void main()
+{
+       gl_Position = vertex;
+       pos = vertex;
+       for(int i = 0; i < 3; i++) {
+               a[i] = i+1;
+       }
+}
+
+[geometry shader]
+
+layout(triangles) in;
+layout(triangle_strip, max_vertices = 3) out;
+
+in vec4 pos[];
+in float a[3];
+
+
+void main()
+{
+}
+
+[fragment shader]
+
+out vec4 color;
+
+void main()
+{
+       color = vec4(1.0, 0.0, 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]
+link error
diff --git 
a/tests/spec/glsl-1.50/execution/vs-gs-arrays-within-blocks-pass.shader_test 
b/tests/spec/glsl-1.50/execution/vs-gs-arrays-within-blocks-pass.shader_test
new file mode 100644
index 0000000..52b8b00
--- /dev/null
+++ b/tests/spec/glsl-1.50/execution/vs-gs-arrays-within-blocks-pass.shader_test
@@ -0,0 +1,86 @@
+# Test that vertex array outputs that are passed to a geometry shader are only
+#  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;
+
+out vec4 pos;
+out block {
+       float a[4];
+};
+
+void main()
+{
+       gl_Position = vertex;
+       pos = vertex;
+       for(int i = 0; i < 4; i++) {
+               a[i] = i+1;
+       }
+}
+
+[geometry shader]
+
+layout(triangles) in;
+layout(triangle_strip, max_vertices = 3) out;
+
+in vec4 pos[];
+in block {
+       float a[4];
+} b[];
+
+out float aa[4];
+
+void main()
+{
+       for(int i = 0; i < 3; i++) {
+               gl_Position = pos[i];
+               for(int j = 0; j < 4; j++) {
+                       aa[j] = b[i].a[j];
+               }
+               EmitVertex();
+       }
+}
+
+[fragment shader]
+
+in float aa[4];
+
+out vec4 color;
+
+void main()
+{
+       bool fail = false;
+       for(int i = 0; i < 4; i++) {
+               if(aa[i] != i + 1) fail = true;
+       }
+
+       if (fail)
+               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]
+draw arrays GL_TRIANGLE_FAN 0 4
+probe all rgba 0.0 1.0 0.0 1.0
-- 
1.8.3.1

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