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author | Nicolai Hähnle <nicolai.haehnle@amd.com> | 2017-05-03 10:26:46 +0200 |
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committer | Nicolai Hähnle <nicolai.haehnle@amd.com> | 2017-05-10 08:50:31 +0200 |
commit | ef5880b94406a1921c9eb641ebe20eac6a714f1e (patch) | |
tree | 2b51db46c7b89c3b77d7f2dc4505ac2671ab6280 /tests | |
parent | 675f1242cf4b810d3efb3304bb5af66f20e80af9 (diff) |
glsl-1.50: test gl_PrimitiveID in fragment shader when instancing is used
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Diffstat (limited to 'tests')
-rw-r--r-- | tests/spec/glsl-1.50/execution/primitive-id-no-gs-instanced.shader_test | 60 |
1 files changed, 60 insertions, 0 deletions
diff --git a/tests/spec/glsl-1.50/execution/primitive-id-no-gs-instanced.shader_test b/tests/spec/glsl-1.50/execution/primitive-id-no-gs-instanced.shader_test new file mode 100644 index 000000000..cb05ac53e --- /dev/null +++ b/tests/spec/glsl-1.50/execution/primitive-id-no-gs-instanced.shader_test @@ -0,0 +1,60 @@ +# Check proper functioning of the gl_PrimitiveID fragment shader +# input, in the case where there is no geometry shader and instancing is used. + +[require] +GLSL >= 1.50 + +[vertex shader] +#version 150 + +in vec4 piglit_vertex; +flat out int vertex_id; + +void main() +{ + gl_Position = piglit_vertex + vec4(0.0, gl_InstanceID, 0.0, 0.0); + vertex_id = gl_VertexID; +} + +[fragment shader] +#version 150 + +flat in int vertex_id; + +void main() +{ + /* We draw a triangle fan containing 6 vertices, so the relationship between + * the primitive ID and the input vertex ID's should be: + * + * Primitive ID Vertex ID's Provoking vertex ID + * 0 0 1 2 2 + * 1 0 2 3 3 + * 2 0 3 4 4 + * 3 0 4 5 5 + * + * Since vertex_id uses interpolation qualifier "flat", it should + * always receive the value from the provoking vertex. Therefore, + * by the table above, it should always be 2 greater than the + * expected value of gl_PrimitiveID. + */ + int expected_primitive_id = vertex_id - 2; + if (expected_primitive_id == gl_PrimitiveID) + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); +} + +[vertex data] +piglit_vertex/float/2 +-1.0 -1.0 +-1.0 0.0 + 0.0 0.0 + 1.0 0.0 + 1.0 -0.5 + 1.0 -1.0 + +[test] +clear color 0.0 0.0 0.0 0.0 +clear +draw arrays instanced GL_TRIANGLE_FAN 0 6 2 +probe all rgba 0.0 1.0 0.0 1.0 |