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path: root/tests/spec/mesa_shader_framebuffer_fetch/execution/non_coherent-layered-1darray-gl32.shader_test
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[require]
GL >= 3.2
GLSL >= 1.50
GL_MESA_shader_framebuffer_fetch_non_coherent
GL_ARB_texture_storage

[vertex shader passthrough]
[geometry shader]
#version 150

layout(triangles) in;
layout(triangle_strip, max_vertices=12) out;

flat out int glayer;

void main()
{
   for (int layer = 0; layer < 4; layer++) {
      for (int i = 0; i < 3; i++) {
         gl_Position = gl_in[i].gl_Position;
	 gl_Layer = glayer = layer;
	 EmitVertex();
      }
      EndPrimitive();
   }
}

[fragment shader]
#version 150
#extension GL_MESA_shader_framebuffer_fetch_non_coherent : enable

flat in int glayer;
inout highp vec4 fcolor;

void main()
{
  fcolor += (glayer == 3 ? vec4(0.0, 0.0, 0.5, 0.0) :
             glayer == 2 ? vec4(0.5, 0.5, 0.0, 0.0) :
             glayer == 1 ? vec4(0.0, 0.5, 0.0, 0.0) :
             vec4(0.5, 0.0, 0.0, 0.0));
}

[test]
texture storage 0 1DArray GL_RGBA8 (1 250 4)
fb tex layered 0

clear color 0.0 0.0 0.5 0.0
clear
blend barrier
draw rect -1 -1 2 2
blend barrier
draw rect -1 -1 2 2

fb tex slice 1DArray 0 0 0
relative probe rect rgb (0.0, 0.0, 1.0, 1.0) (1.0, 0.0, 0.5)

fb tex slice 1DArray 0 0 1
relative probe rect rgb (0.0, 0.0, 1.0, 1.0) (0.0, 1.0, 0.5)

fb tex slice 1DArray 0 0 2
relative probe rect rgb (0.0, 0.0, 1.0, 1.0) (1.0, 1.0, 0.5)

fb tex slice 1DArray 0 0 3
relative probe rect rgb (0.0, 0.0, 1.0, 1.0) (0.0, 0.0, 1.0)

fb draw winsys
blit color linear