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[require]
GLSL >= 1.50
GL_ARB_fragment_layer_viewport
GL_ARB_shader_atomic_counters

#
# Ensure that the fragment stage reads the same value for gl_Layer as was
# written by the geometry stage.
#
# This test covers the case where the value written is out of range.
#

[vertex shader]
#version 150
in vec4 piglit_vertex;

void main()
{
	gl_Position = piglit_vertex;
}

[geometry shader]
#version 150

layout(triangles) in;
layout(triangle_strip, max_vertices=9) out;

const int layers[] = int[]( -1, 4, 2048 );
flat out int layer_written;

void main()
{
	for (int layer = 0; layer < layers.length(); layer++) {

		for (int i = 0; i < 3; i++) {
			gl_Position = gl_in[i].gl_Position;
			layer_written = layers[layer];
			gl_Layer = layers[layer];
			EmitVertex();
		}

		EndPrimitive();
	}
}

[fragment shader]
#version 150
#extension GL_ARB_fragment_layer_viewport: require
#extension GL_ARB_shader_atomic_counters: require

flat in int layer_written;

layout(binding = 0) uniform atomic_uint mismatches;

void main()
{
	if (layer_written != gl_Layer)
		atomicCounterIncrement(mismatches);

	gl_FragColor = vec4(0);
}

[test]
texture junk 2DArray 0 ( 64 , 64 , 4 )
fb tex layered 2DArray 0

atomic counters 1


draw rect -1 -1 2 2

probe atomic counter 0 == 0