diff options
Diffstat (limited to 'tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/vs-varying-array-mat4-row-rd.shader_test')
-rw-r--r-- | tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/vs-varying-array-mat4-row-rd.shader_test | 73 |
1 files changed, 73 insertions, 0 deletions
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/vs-varying-array-mat4-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/vs-varying-array-mat4-row-rd.shader_test new file mode 100644 index 00000000..4fa8525a --- /dev/null +++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/vs-varying-array-mat4-row-rd.shader_test @@ -0,0 +1,73 @@ +# Test generated by: +# ../../../glsl-1.10/variable-index-read.sh 1.20 + +[require] +GLSL >= 1.20 + +[vertex shader] +uniform int row; +uniform float expect; +varying mat4x4[3] m; +varying vec4 color; + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + + m[0] = mat4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0); + m[1] = mat4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0); + m[2] = mat4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0); + + /* From page 23 (page 30 of the PDF) of the GLSL 1.10 spec: + * + * "A vertex shader may also read varying variables, getting back the + * same values it has written. Reading a varying variable in a vertex + * shader returns undefined values if it is read before being + * written." + */ + color = (m[1][1][row] == expect) + ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0); +} + +[fragment shader] +uniform int row; +uniform float expect; +varying mat4x4[3] m; +varying vec4 color; + +void main() +{ + /* There is some trickery here. The fragment shader has to actually use + * the varyings generated by the vertex shader, or the compiler (more + * likely the linker) might demote the varying outputs to just be vertex + * shader global variables. Since the point of the test is the vertex + * shader reading from a varying, that would defeat the test. + */ + gl_FragColor = (m[1][1][row] == expect) + ? color : vec4(1.0, 0.0, 0.0, 1.0); +} + +[test] +clear color 0.5 0.5 0.5 0.5 +clear +ortho + +uniform int row 0 +uniform float expect 21 +draw rect 90 5 10 10 +probe rgb 95 10 0.0 1.0 0.0 + +uniform int row 1 +uniform float expect 22 +draw rect 90 20 10 10 +probe rgb 95 25 0.0 1.0 0.0 + +uniform int row 2 +uniform float expect 23 +draw rect 90 35 10 10 +probe rgb 95 40 0.0 1.0 0.0 + +uniform int row 3 +uniform float expect 24 +draw rect 90 50 10 10 +probe rgb 95 55 0.0 1.0 0.0 |