Quoting Nicolai Hähnle (2016-10-07 12:56:55) > From: Nicolai Hähnle <[email protected]> > > --- > .../component-layout/vs-fs-array-dvec3.shader_test | 69 > ++++++++++++++++++++++ > 1 file changed, 69 insertions(+) > create mode 100644 > tests/spec/arb_enhanced_layouts/execution/component-layout/vs-fs-array-dvec3.shader_test > > diff --git > a/tests/spec/arb_enhanced_layouts/execution/component-layout/vs-fs-array-dvec3.shader_test > > b/tests/spec/arb_enhanced_layouts/execution/component-layout/vs-fs-array-dvec3.shader_test > new file mode 100644 > index 0000000..c2bb768 > --- /dev/null > +++ > b/tests/spec/arb_enhanced_layouts/execution/component-layout/vs-fs-array-dvec3.shader_test > @@ -0,0 +1,69 @@ > +# Test filling in the gaps of a dvec3 array. > + > +[require] > +GLSL >= 1.40 > +GL_ARB_enhanced_layouts
I assume this should also have:
GL_ARB_separate_shader_objects
GL_ARB_gpu_shader_fp64
> +
> +
> +[vertex shader]
> +#version 140
> +#extension GL_ARB_enhanced_layouts: require
> +#extension GL_ARB_separate_shader_objects: require
> +#extension GL_ARB_gpu_shader_fp64: require
> +
> +// XYZW components of 0 & 2, XY components of 1 & 3
> +layout(location = 0, component = 0) flat out dvec3 a[2];
> +
> +// ZW component of 1
> +layout(location = 1, component = 2) flat out double b;
> +
> +in vec4 piglit_vertex;
> +
> +void main()
> +{
> + a[0] = dvec3(0.0, 1.0, 2.0);
> + a[1] = dvec3(3.0, 4.0, 5.0);
> + b = 6.0;
> +
> + gl_Position = piglit_vertex;
> +}
> +
> +[fragment shader]
> +#version 140
> +#extension GL_ARB_enhanced_layouts: require
> +#extension GL_ARB_separate_shader_objects: require
> +#extension GL_ARB_gpu_shader_fp64: require
> +
> +out vec4 color;
> +
> +// XYZW components of 0 & 2, XY components of 1 & 3
> +layout(location = 0, component = 0) flat in dvec3 a[2];
> +
> +// ZW component of 1
> +layout(location = 1, component = 2) flat in double b;
> +
> +void main()
> +{
> + for (int i = 0; i < 2; ++i) {
> + if (a[i].x != 3.0 * i) {
> + color = vec4(1, 0, i * 0.1, a[i].x * 0.1);
> + return;
> + }
> + if (a[i].y != 3.0 * i + 1.0) {
> + color = vec4(1, 0.25, i * 0.1, a[i].y * 0.1);
> + return;
> + }
> + if (a[i].z != 3.0 * i + 2.0) {
> + color = vec4(1, 0.5, i * 0.1, a[i].z * 0.1);
> + return;
> + }
> + }
> + if (b != 6.0) {
> + color = vec4(1, 0.75, 0, b * 0.1);
> + return;
> + }
> + color = vec4(0, 1, 0, 1);
> +}
> +
> +[test]
> +draw rect -1 -1 2 2
> +probe all rgba 0 1 0 1
> --
> 2.7.4
>
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