blob: b26dd82df468513be57c2c8d11c9e329d58b2580 [file] [log] [blame]
group varying "Varying linkage"
group rules "Rules"
case input_type_mismatch
version 310 es
desc "Tessellation control shader input type mismatch"
expect link_fail
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float tc_in;
void main()
{
tc_in = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump vec2 tc_in[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = tc_in[gl_InvocationID].x;
${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}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case output_type_mismatch
version 310 es
desc "Tessellation evaluation shader output type mismatch"
expect link_fail
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float tc_in;
void main()
{
tc_in = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float tc_in[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = tc_in[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}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump vec2 te_out;
void main()
{
out0 = te_out.x + te_out.y;
${FRAGMENT_OUTPUT}
}
""
end
case internal_type_mismatch
version 310 es
desc "Tessellation control and evaluation shader varying type mismatch"
expect link_fail
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float tc_in;
void main()
{
tc_in = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float tc_in[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = tc_in[gl_InvocationID];
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
in mediump vec2 tc_out[];
out mediump float te_out;
void main()
{
te_out = tc_out[2].x + tc_out[0].y;
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case input_different_precision
version 310 es
desc "Tessellation control shader input precisions different"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out highp float tc_in;
void main()
{
tc_in = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in lowp float tc_in[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = tc_in[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}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case output_different_precision
version 310 es
desc "Tessellation evaluation shader output precisions different"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float tc_in;
void main()
{
tc_in = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float tc_in[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = tc_in[gl_InvocationID];
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
in mediump float tc_out[];
out highp float te_out;
void main()
{
te_out = tc_out[2];
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in lowp float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case internal_different_precision
version 310 es
desc "Tessellation control and evaluation shader varying precisions different"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float tc_in;
void main()
{
tc_in = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float tc_in[];
out highp float tc_out[];
void main()
{
tc_out[gl_InvocationID] = tc_in[gl_InvocationID];
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
in lowp float tc_out[];
out mediump float te_out;
void main()
{
te_out = tc_out[2];
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case input_no_declaration
version 310 es
desc "Tessellation control shader input with no matching output"
expect link_fail
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
void main()
{
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float tc_in[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = tc_in[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}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case output_no_declaration
version 310 es
desc "Tessellation evaluation shader without output for an fragment shader input"
expect link_fail
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
values
{
output float out0 = 1.0;
}
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}
void main()
{
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case internal_no_declaration
version 310 es
desc "Tessellation evaluation shader input without matching output"
expect link_fail
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
values
{
output float out0 = 1.0;
}
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}
in mediump float tc_out[];
out mediump float te_out;
void main()
{
te_out = tc_out[2];
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case input_superfluous_declaration
version 310 es
desc "Tessellation control has no input for an output"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float tc_in;
out mediump float tc_in_unused;
void main()
{
tc_in = in0;
tc_in_unused = in0 + 1.0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float tc_in[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = tc_in[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}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case output_superfluous_declaration
version 310 es
desc "Tessellation has an output without a matching input"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float tc_in;
void main()
{
tc_in = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float tc_in[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = tc_in[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_unused;
void main()
{
te_out = tc_out[2];
te_out_unused = tc_out[0];
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case internal_superfluous_declaration
version 310 es
desc "Tessellation control has an output without a matching input"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float tc_in;
void main()
{
tc_in = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float tc_in[];
out mediump float tc_out[];
out mediump float tc_out_unused[];
void main()
{
tc_out[gl_InvocationID] = tc_in[gl_InvocationID];
tc_out_unused[gl_InvocationID] = tc_in[gl_InvocationID] + 1.0;
${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}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case vertex_fragment_same_varying_name_1
version 310 es
desc "Tessellation control has an output without a matching input"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
values
{
input float in0 = 1.0;
output float out0 = 2.0;
}
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 = 2.0 * tc_out[2];
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float sharedVaringName;
void main()
{
out0 = sharedVaringName;
${FRAGMENT_OUTPUT}
}
""
end
case vertex_fragment_same_varying_name_2
version 310 es
desc "Tessellation control has an output without a matching input"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
values
{
input vec2 in0 = vec2(1.0, 3.0);
output float out0 = 4.0;
}
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] = 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}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float sharedVaringName;
void main()
{
out0 = sharedVaringName;
${FRAGMENT_OUTPUT}
}
""
end
case invalid_vertex_index
version 310 es
desc "Tessellation control output not indexed with gl_InvocationID"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
expect compile_or_link_fail
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
void main()
{
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
out mediump float tc_out[];
void main()
{
tc_out[2 - gl_InvocationID] = float(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}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
${FRAG_COLOR} = vec4(te_out);
}
""
end
case input_non_array
version 310 es
desc "Tessellation control input in not an array"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
expect compile_or_link_fail
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float tc_in;
void main()
{
tc_in = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float tc_in;
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = tc_in;
${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}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case input_array_size_mismatch
version 310 es
desc "Tessellation control input array size is not gl_MaxPatchVertices"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
expect compile_or_link_fail
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float tc_in;
void main()
{
tc_in = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float tc_in[2]; // not gl_MaxPatchVertices
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = tc_in[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}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case internal_array_size_mismatch
version 310 es
desc "Tessellation control output array size is not consistent with layout qualifier"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
expect compile_or_link_fail
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float tc_in;
void main()
{
tc_in = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float tc_in[];
out mediump float tc_out[2]; // does not match output layout qualifier
void main()
{
tc_out[gl_InvocationID] = tc_in[gl_InvocationID];
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
in mediump float tc_out[2];
out mediump float te_out;
void main()
{
te_out = tc_out[1];
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case per_patch_qualifier_mismatch_1
version 310 es
desc "Tessellation control output is per-patch qualified, evaluation input is not"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
expect compile_or_link_fail
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float tc_in;
void main()
{
tc_in = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float tc_in[];
patch out mediump float tc_out[gl_MaxPatchVertices];
void main()
{
tc_out[gl_InvocationID] = tc_in[gl_InvocationID];
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
in mediump float tc_out[gl_MaxPatchVertices];
out mediump float te_out;
void main()
{
te_out = tc_out[2];
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case per_patch_qualifier_mismatch_2
version 310 es
desc "Tessellation control output is not per-patch qualified, evaluation input is"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
expect compile_or_link_fail
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float tc_in;
void main()
{
tc_in = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float tc_in[];
out mediump float tc_out[gl_MaxPatchVertices];
void main()
{
tc_out[gl_InvocationID] = tc_in[gl_InvocationID];
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
patch in mediump float tc_out[gl_MaxPatchVertices];
out mediump float te_out;
void main()
{
te_out = tc_out[2];
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case input_block
version 310 es
desc "Tessellation control shader input block"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
require extension { "GL_OES_shader_io_blocks" | "GL_EXT_shader_io_blocks" } in { vertex }
values { output float out0 = 1.0; }
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out IOBlockName
{
mediump float var;
} outputInstanceName;
void main()
{
outputInstanceName.var = 1.0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in IOBlockName
{
mediump float var;
} inputInstanceName[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = inputInstanceName[gl_InvocationID].var;
${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}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case input_block_non_array
version 310 es
desc "Tessellation control shader input block with explicit array"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
require extension { "GL_OES_shader_io_blocks" | "GL_EXT_shader_io_blocks" } in { vertex }
expect compile_or_link_fail
values { output float out0 = 1.0; }
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out IOBlockName
{
mediump float var;
} outputInstanceName;
void main()
{
outputInstanceName.var = 1.0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in IOBlockName
{
mediump float var;
} inputInstanceName;
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = inputInstanceName.var;
${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}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float geo_out;
void main()
{
out0 = geo_out;
${FRAGMENT_OUTPUT}
}
""
end
case input_block_array_size_mismatch
version 310 es
desc "Tessellation control shader input block array, size not gl_MaxPatchVertices"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
require extension { "GL_OES_shader_io_blocks" | "GL_EXT_shader_io_blocks" } in { vertex }
expect compile_or_link_fail
values { output float out0 = 1.0; }
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out IOBlockName
{
mediump float var;
} outputInstanceName;
void main()
{
outputInstanceName.var = 1.0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in IOBlockName
{
mediump float var;
} inputInstanceName[4]; // not gl_MaxPatchVertices
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = inputInstanceName[gl_InvocationID + 1].var;
${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}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float geo_out;
void main()
{
out0 = geo_out;
${FRAGMENT_OUTPUT}
}
""
end
case output_block
version 310 es
desc "Tessellation shader output block"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
require extension { "GL_OES_shader_io_blocks" | "GL_EXT_shader_io_blocks" } in { fragment }
values { output float out0 = 1.0; }
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}
out IOBlockName
{
mediump float var;
} outputInstanceName;
void main()
{
outputInstanceName.var = 1.0;
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in IOBlockName
{
mediump float var;
} inputInstanceName;
void main()
{
out0 = inputInstanceName.var;
${FRAGMENT_OUTPUT}
}
""
end
case output_block_array
version 310 es
desc "Tessellation shader output block array"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
require extension { "GL_OES_shader_io_blocks" | "GL_EXT_shader_io_blocks" } in { fragment }
values { output float out0 = 1.0; }
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}
out IOBlockName
{
mediump float var;
} outputInstanceName[2];
void main()
{
outputInstanceName[0].var = 2.0;
outputInstanceName[1].var = 1.0;
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in IOBlockName
{
mediump float var;
} inputInstanceName[2];
void main()
{
out0 = inputInstanceName[0].var - inputInstanceName[1].var;
${FRAGMENT_OUTPUT}
}
""
end
case unspecified_vertex_count
version 310 es
desc "Tessellation shader unspecified vertex count"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
expect compile_or_link_fail
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
void main()
{
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
void main()
{
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
void main()
{
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
void main()
{
${FRAGMENT_OUTPUT}
}
""
end
case unspecified_primitive_mode
version 310 es
desc "Tessellation shader unspecified vertex count"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
expect compile_or_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
void main()
{
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
void main()
{
${FRAGMENT_OUTPUT}
}
""
end
end
group qualifiers "Varying qualifiers"
case smooth
version 310 es
desc "Smooth varying"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
smooth out mediump float tc_in;
void main()
{
tc_in = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
smooth in mediump float tc_in[];
smooth out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = tc_in[gl_InvocationID];
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
smooth in mediump float tc_out[];
smooth out mediump float te_out;
void main()
{
te_out = tc_out[2];
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
smooth in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case flat
version 310 es
desc "Flat varying"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
flat out mediump float tc_in;
void main()
{
tc_in = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
flat in mediump float tc_in[];
flat out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = tc_in[gl_InvocationID];
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
flat in mediump float tc_out[];
flat out mediump float te_out;
void main()
{
te_out = tc_out[2];
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
flat in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case centroid
version 310 es
desc "Centroid varying"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
centroid out mediump float tc_in;
void main()
{
tc_in = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
centroid in mediump float tc_in[];
centroid out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = tc_in[gl_InvocationID];
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
centroid in mediump float tc_out[];
centroid out mediump float te_out;
void main()
{
te_out = tc_out[2];
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
centroid in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case sample
version 310 es
desc "Sample varying"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
require extension { "GL_OES_shader_multisample_interpolation" }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
sample out mediump float tc_in;
void main()
{
tc_in = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
sample in mediump float tc_in[];
sample out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = tc_in[gl_InvocationID];
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
sample in mediump float tc_out[];
sample out mediump float te_out;
void main()
{
te_out = tc_out[2];
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
sample in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
case patch
version 310 es
desc "Pre-patch varying"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
values
{
input float in0 = 1.0;
output float out0 = 1.0;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float tc_in;
void main()
{
tc_in = in0;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
in mediump float tc_in[];
patch out mediump float tc_out;
void main()
{
tc_out = tc_in[gl_InvocationID];
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
patch in mediump float tc_out;
out mediump float te_out;
void main()
{
te_out = tc_out;
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
out0 = te_out;
${FRAGMENT_OUTPUT}
}
""
end
end
import "linkage_tessellation_varying_types.test"
end
group uniform "Uniform"
group rules "Rules"
case type_mismatch_1
version 310 es
desc "uniform type mismatch between vertex and tessellation control shaders"
expect link_fail
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
uniform mediump float val;
out mediump float vtx_out;
void main()
{
vtx_out = val;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
uniform mediump vec2 val;
in mediump float vtx_out[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = vtx_out[0] + val.x + val.y;
${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}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
${FRAG_COLOR} = vec4(te_out);
}
""
end
case type_mismatch_2
version 310 es
desc "uniform type mismatch between fragment and tessellation eval shaders"
expect link_fail
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float vtx_out;
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 vec3 val;
out mediump float te_out;
void main()
{
te_out = val.x + val.y + val.z;
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
uniform mediump vec4 val;
in mediump float te_out;
void main()
{
${FRAG_COLOR} = vec4(te_out) + val;
}
""
end
case type_mismatch_3
version 310 es
desc "uniform type mismatch between tessellation control and eval shaders"
expect link_fail
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float vtx_out;
void main()
{
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
uniform mediump vec4 val;
out mediump vec4 tc_out[];
void main()
{
tc_out[gl_InvocationID] = val;
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
uniform mediump vec3 val;
in mediump vec4 tc_out[];
out mediump float te_out;
void main()
{
te_out = tc_out[0].w * val.z;
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
${FRAG_COLOR} = vec4(te_out);
}
""
end
case type_mismatch_4
version 310 es
desc "uniform type mismatch between vertex and tessellation control shaders"
expect link_fail
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
require limit "GL_MAX_VERTEX_ATOMIC_COUNTERS" > 0
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
layout(binding=0) uniform atomic_uint u_var;
out mediump float vtx_out;
void main()
{
uint result = atomicCounterIncrement(u_var);
vtx_out = float(result);
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
uniform mediump float u_var;
in mediump float vtx_out[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = vtx_out[0] + u_var;
${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}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
${FRAG_COLOR} = vec4(te_out);
}
""
end
case type_mismatch_5
version 310 es
desc "uniform type mismatch between vertex and tessellation control shaders"
expect link_fail
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
require limit "GL_MAX_VERTEX_IMAGE_UNIFORMS" > 0
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
layout(binding=0) layout(rgba8i) uniform readonly highp iimage2D u_var;
out mediump float vtx_out;
void main()
{
int result = imageSize(u_var).x;
vtx_out = float(result);
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
uniform mediump float u_var;
in mediump float vtx_out[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = vtx_out[0] + u_var;
${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}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
${FRAG_COLOR} = vec4(te_out);
}
""
end
case precision_mismatch_1
version 310 es
desc "uniform precision mismatch between tessellation control and eval shaders"
expect link_fail
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
out mediump float vtx_out;
void main()
{
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
uniform mediump vec4 val;
out mediump vec4 tc_out[];
void main()
{
tc_out[gl_InvocationID] = val;
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
uniform highp vec4 val;
in mediump vec4 tc_out[];
out mediump float te_out;
void main()
{
te_out = tc_out[0].w * val.z;
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
${FRAG_COLOR} = vec4(te_out);
}
""
end
case precision_mismatch_2
version 310 es
desc "uniform precision mismatch between vertex and tessellation control shaders"
expect link_fail
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
uniform highp float val;
out mediump float vtx_out;
void main()
{
vtx_out = val;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
uniform mediump float val;
in mediump float vtx_out[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = vtx_out[0] + val;
${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}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
in mediump float te_out;
void main()
{
${FRAG_COLOR} = vec4(te_out);
}
""
end
case struct_partial_usage
version 310 es
desc "uniform is partially used in different shader stages"
require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
values
{
uniform float val.vtxVal = 1.5;
uniform float val.tcVal = 2.5;
uniform float val.teVal = 6.0;
uniform float val.fragVal = 11.0;
output float out0 = 68.5;
}
vertex ""
#version 310 es
${VERTEX_DECLARATIONS}
struct S
{
mediump float vtxVal;
mediump float tcVal;
mediump float teVal;
mediump float fragVal;
};
uniform S val;
out mediump float vtx_out;
void main()
{
vtx_out = val.vtxVal;
${VERTEX_OUTPUT}
}
""
tessellation_control ""
#version 310 es
${TESSELLATION_CONTROL_DECLARATIONS}
struct S
{
mediump float vtxVal;
mediump float tcVal;
mediump float teVal;
mediump float fragVal;
};
uniform S val;
in mediump float vtx_out[];
out mediump float tc_out[];
void main()
{
tc_out[gl_InvocationID] = vtx_out[0] + 2.0 * val.tcVal;
${TESSELLATION_CONTROL_OUTPUT}
}
""
tessellation_evaluation ""
#version 310 es
${TESSELLATION_EVALUATION_DECLARATIONS}
struct S
{
mediump float vtxVal;
mediump float tcVal;
mediump float teVal;
mediump float fragVal;
};
uniform S val;
in mediump float tc_out[];
out mediump float te_out;
void main()
{
te_out = tc_out[2] + 3.0 * val.teVal;
${TESSELLATION_EVALUATION_OUTPUT}
}
""
fragment ""
#version 310 es
precision mediump float;
${FRAGMENT_DECLARATIONS}
struct S
{
mediump float vtxVal;
mediump float tcVal;
mediump float teVal;
mediump float fragVal;
};
uniform S val;
in mediump float te_out;
void main()
{
out0 = te_out + 4.0 * val.fragVal;
${FRAGMENT_OUTPUT};
}
""
end
end
import "linkage_tessellation_uniform_types.test"
end