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# Test generated by:
# ../../../glsl-1.10/variable-index-read.sh 1.10
[require]
GLSL >= 1.10
[vertex shader]
uniform int row;
uniform float expect;
varying mat4 m;
varying vec4 color;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
m = 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);
/* 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][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 mat4 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][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 5
draw rect 20 5 10 10
probe rgb 25 10 0.0 1.0 0.0
uniform int row 1
uniform float expect 6
draw rect 20 20 10 10
probe rgb 25 25 0.0 1.0 0.0
uniform int row 2
uniform float expect 7
draw rect 20 35 10 10
probe rgb 25 40 0.0 1.0 0.0
uniform int row 3
uniform float expect 8
draw rect 20 50 10 10
probe rgb 25 55 0.0 1.0 0.0
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