On Wed, Nov 25, 2015 at 2:39 PM, Glenn Kennard <[email protected]> wrote: > Use a geometry shader/fragment shader combo to > visualize the tessellation. > --- > .../execution/tess_with_geometry.shader_test | 97 > ++++++++++++++++++++++ > 1 file changed, 97 insertions(+) > create mode 100644 > tests/spec/arb_tessellation_shader/execution/tess_with_geometry.shader_test > > diff --git > a/tests/spec/arb_tessellation_shader/execution/tess_with_geometry.shader_test > b/tests/spec/arb_tessellation_shader/execution/tess_with_geometry.shader_test > new file mode 100644 > index 0000000..6ca6ed0 > --- /dev/null > +++ > b/tests/spec/arb_tessellation_shader/execution/tess_with_geometry.shader_test > @@ -0,0 +1,97 @@ > +[require] > +GLSL >= 1.50 > +GL_ARB_tessellation_shader > + > +[vertex shader passthrough] > +[tessellation evaluation shader] > +#extension GL_ARB_tessellation_shader : require > +layout(triangles) in; > +out vec4 color; > + > +void main() { > + gl_Position = > + gl_in[0].gl_Position * gl_TessCoord[0] + > + gl_in[1].gl_Position * gl_TessCoord[1] + > + gl_in[2].gl_Position * gl_TessCoord[2]; > + color = tan(vec4(gl_TessCoord[0], gl_TessCoord[1], gl_TessCoord[2], > 1.0)); > +} > + > +[geometry shader] > +layout(triangles) in; > +layout(triangle_strip, max_vertices = 3) out; > +in vec4 color[3]; > + > +out vec4 color2; > +out vec3 bary; > + > +void main() { > + color2 = color[0]; > + bary = vec3(1.0, 0.0, 0.0); > + gl_Position = gl_in[0].gl_Position; > + EmitVertex(); > + > + color2 = color[1]; > + bary = vec3(0.0, 1.0, 0.0); > + gl_Position = gl_in[1].gl_Position; > + EmitVertex(); > + > + color2 = color[2]; > + bary = vec3(0.0, 0.0, 1.0); > + gl_Position = gl_in[2].gl_Position; > + EmitVertex(); > +} > + > +[fragment shader] > +in vec4 color2; > +in vec3 bary; > + > +void main() > +{ > + // antialias lines to make it a bit easier to see the gradient behind > - note half > + // of the line belongs to this triangle, half to the neighboring one, > + // linewidth = 1 pixel > + vec3 a = smoothstep(vec3(0.0), fwidth(bary), bary); > + float halfedge = min(min(a.x, a.y), a.z); > + gl_FragColor = mix(vec4(1.0), color2, halfedge); > +} > + > +[vertex data] > +piglit_vertex/float/2 > +-1.0 -1.0 > + 1.0 -1.0 > +-1.0 1.0 > +-1.0 1.0 > + 1.0 -1.0 > + 1.0 1.0 > + > + > +[test] > +patch parameter default level outer 1 1 1 1 > +patch parameter default level inner 4 4 > + > +clear color 0.5 0.5 0.5 1.0 > +clear > +patch parameter vertices 3 > + > +# these two should yield the same results
Remove this stale comment in this and your other patches, and this series is Reviewed-by: Ilia Mirkin <[email protected]> > +draw arrays GL_PATCHES 0 6 > + > +tolerance 0.15 0.15 0.15 0.0 > + > +# first patch check colors close to the corners are correct > +relative probe rgba ( 0.064 , 0.016 ) ( 1.0 , 0.0 , 0.0 , 1.0 ) > +relative probe rgba ( 0.872 , 0.016 ) ( 0.0 , 1.0 , 0.0 , 1.0 ) > +relative probe rgba ( 0.016 , 0.872 ) ( 0.0 , 0.0 , 1.0 , 1.0 ) > + > +# second patch > +relative probe rgba ( 0.064 , 0.984 ) ( 1.0 , 0.0 , 0.0 , 1.0 ) > +relative probe rgba ( 0.98 , 0.12 ) ( 0.0 , 1.0 , 0.0 , 1.0 ) > +relative probe rgba ( 0.888 , 0.872 ) ( 0.0 , 0.0 , 1.0 , 1.0 ) > + > +# check that color close to center of first patch is correct > +# since the vertex color computation is nonlinear we can tell if the patches > +# have been tessellated or not > +relative probe rgba ( 0.364, 0.336 ) ( 0.306, 0.388, 0.353, 1.0 ) > + > +# second patch > +relative probe rgba ( 0.624, 0.66 ) ( 0.306, 0.388, 0.353, 1.0 ) > -- > 1.9.1 > > _______________________________________________ > Piglit mailing list > [email protected] > http://lists.freedesktop.org/mailman/listinfo/piglit _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
