blob: b9e5297a8f6183caae5481fc77c37504dfd9f523 [file] [log] [blame]
group varying "Varying linkage"
group rules "Rules"
case type_mismatch
version 310 es
desc "Tessellation output and geometry input type mismatch"
expect link_fail
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float vtx_out;
void main()
{
vtx_out = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float vtx_out[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = vtx_out[gl_InvocationID];
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
in mediump float tc_out[];
out mediump float te_out;
void main()
{
te_out = tc_out[2];
${TESSELLATION_EVALUATION_OUTPUT}
}
""
geometry ""
#version 310 es
${GEOMETRY_DECLARATIONS}
in mediump vec2 te_out[];
out mediump float geo_out;
void main()
{
for (int ndx = 0; ndx < gl_in.length(); ++ndx)
{
geo_out = te_out[ndx].y;
gl_Position = gl_in[ndx].gl_Position;
EmitVertex();
}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float geo_out;
void main()
{
out0 = geo_out;
${FRAGMENT_OUTPUT}
}
""
end
case different_precision
version 310 es
desc "Tessellation output and geometry input precisions are different"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float vtx_out;
void main()
{
vtx_out = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float vtx_out[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = vtx_out[gl_InvocationID];
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
in mediump float tc_out[];
out mediump float te_out;
void main()
{
te_out = tc_out[2];
${TESSELLATION_EVALUATION_OUTPUT}
}
""
geometry ""
#version 310 es
${GEOMETRY_DECLARATIONS}
in highp float te_out[];
out mediump float geo_out;
void main()
{
for (int ndx = 0; ndx < gl_in.length(); ++ndx)
{
geo_out = te_out[ndx];
gl_Position = gl_in[ndx].gl_Position;
EmitVertex();
}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float geo_out;
void main()
{
out0 = geo_out;
${FRAGMENT_OUTPUT}
}
""
end
case no_output_declaration
version 310 es
desc "Geometry input has no matching output"
expect link_fail
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float vtx_out;
void main()
{
vtx_out = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float vtx_out[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = vtx_out[gl_InvocationID];
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
in mediump float tc_out[];
out mediump float te_out;
void main()
{
te_out = tc_out[2];
${TESSELLATION_EVALUATION_OUTPUT}
}
""
geometry ""
#version 310 es
${GEOMETRY_DECLARATIONS}
in mediump float te_out[];
in mediump float te_out_nonexistent[];
out mediump float geo_out;
void main()
{
for (int ndx = 0; ndx < gl_in.length(); ++ndx)
{
geo_out = te_out[ndx] + te_out_nonexistent[ndx];
gl_Position = gl_in[ndx].gl_Position;
EmitVertex();
}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float geo_out;
void main()
{
out0 = geo_out;
${FRAGMENT_OUTPUT}
}
""
end
case superfluous_output_declaration
version 310 es
desc "Tessellation shader output is never used"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float vtx_out;
void main()
{
vtx_out = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float vtx_out[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = vtx_out[gl_InvocationID];
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
in mediump float tc_out[];
out mediump float te_out;
out mediump float te_out_nonexistent;
void main()
{
te_out = tc_out[2];
te_out_nonexistent = tc_out[0];
${TESSELLATION_EVALUATION_OUTPUT}
}
""
geometry ""
#version 310 es
${GEOMETRY_DECLARATIONS}
in mediump float te_out[];
out mediump float geo_out;
void main()
{
for (int ndx = 0; ndx < gl_in.length(); ++ndx)
{
geo_out = te_out[ndx];
gl_Position = gl_in[ndx].gl_Position;
EmitVertex();
}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float geo_out;
void main()
{
out0 = geo_out;
${FRAGMENT_OUTPUT}
}
""
end
case vertex_geometry_same_varying_name_1
version 310 es
desc "Vertex output and geometry input share the same name"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float sharedVaringName;
void main()
{
sharedVaringName = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float sharedVaringName[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = sharedVaringName[gl_InvocationID];
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
in mediump float tc_out[];
out mediump float sharedVaringName;
void main()
{
sharedVaringName = tc_out[2];
${TESSELLATION_EVALUATION_OUTPUT}
}
""
geometry ""
#version 310 es
${GEOMETRY_DECLARATIONS}
in mediump float sharedVaringName[];
out mediump float geo_out;
void main()
{
for (int ndx = 0; ndx < gl_in.length(); ++ndx)
{
geo_out = sharedVaringName[ndx];
gl_Position = gl_in[ndx].gl_Position;
EmitVertex();
}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float geo_out;
void main()
{
out0 = geo_out;
${FRAGMENT_OUTPUT}
}
""
end
case vertex_geometry_same_varying_name_2
version 310 es
desc "Vertex output and geometry input share the same name"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
values
{
input vec2 in0 = vec2(1.0, 1.0);
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump vec2 sharedVaringName;
void main()
{
sharedVaringName = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump vec2 sharedVaringName[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = 2.0 * sharedVaringName[gl_InvocationID].x - sharedVaringName[gl_InvocationID].y;
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
in mediump float tc_out[];
out mediump float sharedVaringName;
void main()
{
sharedVaringName = tc_out[2];
${TESSELLATION_EVALUATION_OUTPUT}
}
""
geometry ""
#version 310 es
${GEOMETRY_DECLARATIONS}
in mediump float sharedVaringName[];
out mediump float geo_out;
void main()
{
for (int ndx = 0; ndx < gl_in.length(); ++ndx)
{
geo_out = sharedVaringName[ndx];
gl_Position = gl_in[ndx].gl_Position;
EmitVertex();
}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float geo_out;
void main()
{
out0 = geo_out;
${FRAGMENT_OUTPUT}
}
""
end
case io_block
version 310 es
desc "Use of io block between tessellation and geometry shaders"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float vtx_out;
void main()
{
vtx_out = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float vtx_out[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = vtx_out[gl_InvocationID];
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
in mediump float tc_out[];
out IOBlockName { mediump float val; } instanceName;
void main()
{
instanceName.val = tc_out[2];
${TESSELLATION_EVALUATION_OUTPUT}
}
""
geometry ""
#version 310 es
${GEOMETRY_DECLARATIONS}
in IOBlockName { mediump float val; } instanceName[];
out mediump float geo_out;
void main()
{
geo_out = instanceName[0].val;
gl_Position = gl_in[0].gl_Position;
EmitVertex();
geo_out = instanceName[1].val;
gl_Position = gl_in[1].gl_Position;
EmitVertex();
geo_out = instanceName[2].val;
gl_Position = gl_in[2].gl_Position;
EmitVertex();
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float geo_out;
void main()
{
out0 = geo_out;
${FRAGMENT_OUTPUT}
}
""
end
case array_in_io_block
version 310 es
desc "Float array in a io block between tessellation and geometry shaders"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float vtx_out;
void main()
{
vtx_out = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float vtx_out[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = vtx_out[gl_InvocationID];
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
in mediump float tc_out[];
out IOBlockName { mediump float val[2]; } instanceName;
void main()
{
instanceName.val[0] = tc_out[2] + 1.0;
instanceName.val[1] = -1.0;
${TESSELLATION_EVALUATION_OUTPUT}
}
""
geometry ""
#version 310 es
${GEOMETRY_DECLARATIONS}
in IOBlockName { mediump float val[2]; } instanceName[];
out mediump float geo_out;
void main()
{
geo_out = instanceName[0].val[0] + instanceName[0].val[1];
gl_Position = gl_in[0].gl_Position;
EmitVertex();
geo_out = instanceName[1].val[0] + instanceName[1].val[1];
gl_Position = gl_in[1].gl_Position;
EmitVertex();
geo_out = instanceName[2].val[0] + instanceName[2].val[1];
gl_Position = gl_in[2].gl_Position;
EmitVertex();
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float geo_out;
void main()
{
out0 = geo_out;
${FRAGMENT_OUTPUT}
}
""
end
end
import "linkage_tessellation_geometry_varying_types.test"
end
group uniform "Uniform linkage"
group rules "Rules"
case type_mismatch_1
version 310 es
desc "Uniform type mismatch"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
expect link_fail
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
void main()
{
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
void main()
{
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
uniform mediump float u_value;
out mediump float te_out;
void main()
{
te_out = u_value;
${TESSELLATION_EVALUATION_OUTPUT}
}
""
geometry ""
#version 310 es
${GEOMETRY_DECLARATIONS}
uniform mediump vec2 u_value;
in mediump float te_out[];
out mediump float geo_out;
void main()
{
for (int ndx = 0; ndx < gl_in.length(); ++ndx)
{
geo_out = te_out[ndx] + u_value.y;
gl_Position = gl_in[ndx].gl_Position;
EmitVertex();
}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float geo_out;
void main()
{
${FRAG_COLOR} = vec4(geo_out);
}
""
end
case precision_mismatch_1
version 310 es
desc "Uniform precision mismatch"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
expect link_fail
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
void main()
{
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
void main()
{
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
uniform mediump float u_value;
out mediump float te_out;
void main()
{
te_out = u_value;
${TESSELLATION_EVALUATION_OUTPUT}
}
""
geometry ""
#version 310 es
${GEOMETRY_DECLARATIONS}
uniform highp float u_value;
in mediump float te_out[];
out mediump float geo_out;
void main()
{
for (int ndx = 0; ndx < gl_in.length(); ++ndx)
{
geo_out = te_out[ndx] + u_value;
gl_Position = gl_in[ndx].gl_Position;
EmitVertex();
}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float geo_out;
void main()
{
${FRAG_COLOR} = vec4(geo_out);
}
""
end
case struct_partial_usage
version 310 es
desc "Uniform precision mismatch"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
values
{
uniform float u_value.teVal = 1.0;
uniform float u_value.geoVal = 2.0;
output float out0 = 5.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
void main()
{
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
void main()
{
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
struct S
{
mediump float teVal;
mediump float geoVal;
};
uniform S u_value;
out mediump float te_out;
void main()
{
te_out = u_value.teVal;
${TESSELLATION_EVALUATION_OUTPUT}
}
""
geometry ""
#version 310 es
${GEOMETRY_DECLARATIONS}
struct S
{
mediump float teVal;
mediump float geoVal;
};
uniform S u_value;
in mediump float te_out[];
out mediump float geo_out;
void main()
{
for (int ndx = 0; ndx < gl_in.length(); ++ndx)
{
geo_out = te_out[ndx] + 2.0 * u_value.geoVal;
gl_Position = gl_in[ndx].gl_Position;
EmitVertex();
}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float geo_out;
void main()
{
out0 = geo_out;
${FRAGMENT_OUTPUT}
}
""
end
end
end