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1
2group varying "Varying linkage"
3	group rules "Rules"
4
5		case type_mismatch
6			version 310 es
7			desc "Tessellation output and geometry input type mismatch"
8			expect link_fail
9			require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
10			require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
11			values
12			{
13				input float in0 = 1.0;
14				output float out0 = 1.0;
15			}
16			vertex ""
17				#version 310 es
18				${VERTEX_DECLARATIONS}
19				out mediump float vtx_out;
20				void main()
21				{
22					vtx_out = in0;
23					${VERTEX_OUTPUT}
24				}
25			""
26			tessellation_control ""
27				#version 310 es
28				${TESSELLATION_CONTROL_DECLARATIONS}
29				in mediump float vtx_out[];
30				out mediump float tc_out[];
31				void main()
32				{
33					tc_out[gl_InvocationID] = vtx_out[gl_InvocationID];
34					${TESSELLATION_CONTROL_OUTPUT}
35				}
36			""
37			tessellation_evaluation ""
38				#version 310 es
39				${TESSELLATION_EVALUATION_DECLARATIONS}
40				in mediump float tc_out[];
41				out mediump float te_out;
42				void main()
43				{
44					te_out = tc_out[2];
45					${TESSELLATION_EVALUATION_OUTPUT}
46				}
47			""
48			geometry ""
49				#version 310 es
50				${GEOMETRY_DECLARATIONS}
51				in mediump vec2 te_out[];
52				out mediump float geo_out;
53				void main()
54				{
55					for (int ndx = 0; ndx < gl_in.length(); ++ndx)
56					{
57						geo_out = te_out[ndx].y;
58						gl_Position = gl_in[ndx].gl_Position;
59						EmitVertex();
60					}
61				}
62			""
63			fragment ""
64				#version 310 es
65				precision mediump float;
66				${FRAGMENT_DECLARATIONS}
67				in mediump float geo_out;
68				void main()
69				{
70					out0 = geo_out;
71					${FRAGMENT_OUTPUT}
72				}
73			""
74		end
75
76		case different_precision
77			version 310 es
78			desc "Tessellation output and geometry input precisions are different"
79			require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
80			require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
81			values
82			{
83				input float in0 = 1.0;
84				output float out0 = 1.0;
85			}
86			vertex ""
87				#version 310 es
88				${VERTEX_DECLARATIONS}
89				out mediump float vtx_out;
90				void main()
91				{
92					vtx_out = in0;
93					${VERTEX_OUTPUT}
94				}
95			""
96			tessellation_control ""
97				#version 310 es
98				${TESSELLATION_CONTROL_DECLARATIONS}
99				in mediump float vtx_out[];
100				out mediump float tc_out[];
101				void main()
102				{
103					tc_out[gl_InvocationID] = vtx_out[gl_InvocationID];
104					${TESSELLATION_CONTROL_OUTPUT}
105				}
106			""
107			tessellation_evaluation ""
108				#version 310 es
109				${TESSELLATION_EVALUATION_DECLARATIONS}
110				in mediump float tc_out[];
111				out mediump float te_out;
112				void main()
113				{
114					te_out = tc_out[2];
115					${TESSELLATION_EVALUATION_OUTPUT}
116				}
117			""
118			geometry ""
119				#version 310 es
120				${GEOMETRY_DECLARATIONS}
121				in highp float te_out[];
122				out mediump float geo_out;
123				void main()
124				{
125					for (int ndx = 0; ndx < gl_in.length(); ++ndx)
126					{
127						geo_out = te_out[ndx];
128						gl_Position = gl_in[ndx].gl_Position;
129						EmitVertex();
130					}
131				}
132			""
133			fragment ""
134				#version 310 es
135				precision mediump float;
136				${FRAGMENT_DECLARATIONS}
137				in mediump float geo_out;
138				void main()
139				{
140					out0 = geo_out;
141					${FRAGMENT_OUTPUT}
142				}
143			""
144		end
145
146		case no_output_declaration
147			version 310 es
148			desc "Geometry input has no matching output"
149			expect link_fail
150			require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
151			require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
152			values
153			{
154				input float in0 = 1.0;
155				output float out0 = 1.0;
156			}
157			vertex ""
158				#version 310 es
159				${VERTEX_DECLARATIONS}
160				out mediump float vtx_out;
161				void main()
162				{
163					vtx_out = in0;
164					${VERTEX_OUTPUT}
165				}
166			""
167			tessellation_control ""
168				#version 310 es
169				${TESSELLATION_CONTROL_DECLARATIONS}
170				in mediump float vtx_out[];
171				out mediump float tc_out[];
172				void main()
173				{
174					tc_out[gl_InvocationID] = vtx_out[gl_InvocationID];
175					${TESSELLATION_CONTROL_OUTPUT}
176				}
177			""
178			tessellation_evaluation ""
179				#version 310 es
180				${TESSELLATION_EVALUATION_DECLARATIONS}
181				in mediump float tc_out[];
182				out mediump float te_out;
183				void main()
184				{
185					te_out = tc_out[2];
186					${TESSELLATION_EVALUATION_OUTPUT}
187				}
188			""
189			geometry ""
190				#version 310 es
191				${GEOMETRY_DECLARATIONS}
192				in mediump float te_out[];
193				in mediump float te_out_nonexistent[];
194				out mediump float geo_out;
195				void main()
196				{
197					for (int ndx = 0; ndx < gl_in.length(); ++ndx)
198					{
199						geo_out = te_out[ndx] + te_out_nonexistent[ndx];
200						gl_Position = gl_in[ndx].gl_Position;
201						EmitVertex();
202					}
203				}
204			""
205			fragment ""
206				#version 310 es
207				precision mediump float;
208				${FRAGMENT_DECLARATIONS}
209				in mediump float geo_out;
210				void main()
211				{
212					out0 = geo_out;
213					${FRAGMENT_OUTPUT}
214				}
215			""
216		end
217
218		case superfluous_output_declaration
219			version 310 es
220			desc "Tessellation shader output is never used"
221			require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
222			require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
223			values
224			{
225				input float in0 = 1.0;
226				output float out0 = 1.0;
227			}
228			vertex ""
229				#version 310 es
230				${VERTEX_DECLARATIONS}
231				out mediump float vtx_out;
232				void main()
233				{
234					vtx_out = in0;
235					${VERTEX_OUTPUT}
236				}
237			""
238			tessellation_control ""
239				#version 310 es
240				${TESSELLATION_CONTROL_DECLARATIONS}
241				in mediump float vtx_out[];
242				out mediump float tc_out[];
243				void main()
244				{
245					tc_out[gl_InvocationID] = vtx_out[gl_InvocationID];
246					${TESSELLATION_CONTROL_OUTPUT}
247				}
248			""
249			tessellation_evaluation ""
250				#version 310 es
251				${TESSELLATION_EVALUATION_DECLARATIONS}
252				in mediump float tc_out[];
253				out mediump float te_out;
254				out mediump float te_out_nonexistent;
255				void main()
256				{
257					te_out = tc_out[2];
258					te_out_nonexistent = tc_out[0];
259					${TESSELLATION_EVALUATION_OUTPUT}
260				}
261			""
262			geometry ""
263				#version 310 es
264				${GEOMETRY_DECLARATIONS}
265				in mediump float te_out[];
266				out mediump float geo_out;
267				void main()
268				{
269					for (int ndx = 0; ndx < gl_in.length(); ++ndx)
270					{
271						geo_out = te_out[ndx];
272						gl_Position = gl_in[ndx].gl_Position;
273						EmitVertex();
274					}
275				}
276			""
277			fragment ""
278				#version 310 es
279				precision mediump float;
280				${FRAGMENT_DECLARATIONS}
281				in mediump float geo_out;
282				void main()
283				{
284					out0 = geo_out;
285					${FRAGMENT_OUTPUT}
286				}
287			""
288		end
289
290		case vertex_geometry_same_varying_name_1
291			version 310 es
292			desc "Vertex output and geometry input share the same name"
293			require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
294			require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
295			values
296			{
297				input float in0 = 1.0;
298				output float out0 = 1.0;
299			}
300			vertex ""
301				#version 310 es
302				${VERTEX_DECLARATIONS}
303				out mediump float sharedVaringName;
304				void main()
305				{
306					sharedVaringName = in0;
307					${VERTEX_OUTPUT}
308				}
309			""
310			tessellation_control ""
311				#version 310 es
312				${TESSELLATION_CONTROL_DECLARATIONS}
313				in mediump float sharedVaringName[];
314				out mediump float tc_out[];
315				void main()
316				{
317					tc_out[gl_InvocationID] = sharedVaringName[gl_InvocationID];
318					${TESSELLATION_CONTROL_OUTPUT}
319				}
320			""
321			tessellation_evaluation ""
322				#version 310 es
323				${TESSELLATION_EVALUATION_DECLARATIONS}
324				in mediump float tc_out[];
325				out mediump float sharedVaringName;
326				void main()
327				{
328					sharedVaringName = tc_out[2];
329					${TESSELLATION_EVALUATION_OUTPUT}
330				}
331			""
332			geometry ""
333				#version 310 es
334				${GEOMETRY_DECLARATIONS}
335				in mediump float sharedVaringName[];
336				out mediump float geo_out;
337				void main()
338				{
339					for (int ndx = 0; ndx < gl_in.length(); ++ndx)
340					{
341						geo_out = sharedVaringName[ndx];
342						gl_Position = gl_in[ndx].gl_Position;
343						EmitVertex();
344					}
345				}
346			""
347			fragment ""
348				#version 310 es
349				precision mediump float;
350				${FRAGMENT_DECLARATIONS}
351				in mediump float geo_out;
352				void main()
353				{
354					out0 = geo_out;
355					${FRAGMENT_OUTPUT}
356				}
357			""
358		end
359
360		case vertex_geometry_same_varying_name_2
361			version 310 es
362			desc "Vertex output and geometry input share the same name"
363			require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
364			require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
365			values
366			{
367				input vec2 in0 = vec2(1.0, 1.0);
368				output float out0 = 1.0;
369			}
370			vertex ""
371				#version 310 es
372				${VERTEX_DECLARATIONS}
373				out mediump vec2 sharedVaringName;
374				void main()
375				{
376					sharedVaringName = in0;
377					${VERTEX_OUTPUT}
378				}
379			""
380			tessellation_control ""
381				#version 310 es
382				${TESSELLATION_CONTROL_DECLARATIONS}
383				in mediump vec2 sharedVaringName[];
384				out mediump float tc_out[];
385				void main()
386				{
387					tc_out[gl_InvocationID] = 2.0 * sharedVaringName[gl_InvocationID].x - sharedVaringName[gl_InvocationID].y;
388					${TESSELLATION_CONTROL_OUTPUT}
389				}
390			""
391			tessellation_evaluation ""
392				#version 310 es
393				${TESSELLATION_EVALUATION_DECLARATIONS}
394				in mediump float tc_out[];
395				out mediump float sharedVaringName;
396				void main()
397				{
398					sharedVaringName = tc_out[2];
399					${TESSELLATION_EVALUATION_OUTPUT}
400				}
401			""
402			geometry ""
403				#version 310 es
404				${GEOMETRY_DECLARATIONS}
405				in mediump float sharedVaringName[];
406				out mediump float geo_out;
407				void main()
408				{
409					for (int ndx = 0; ndx < gl_in.length(); ++ndx)
410					{
411						geo_out = sharedVaringName[ndx];
412						gl_Position = gl_in[ndx].gl_Position;
413						EmitVertex();
414					}
415				}
416			""
417			fragment ""
418				#version 310 es
419				precision mediump float;
420				${FRAGMENT_DECLARATIONS}
421				in mediump float geo_out;
422				void main()
423				{
424					out0 = geo_out;
425					${FRAGMENT_OUTPUT}
426				}
427			""
428		end
429
430		case io_block
431			version 310 es
432			desc "Use of io block between tessellation and geometry shaders"
433			require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
434			require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
435			values
436			{
437				input float in0 = 1.0;
438				output float out0 = 1.0;
439			}
440			vertex ""
441				#version 310 es
442				${VERTEX_DECLARATIONS}
443				out mediump float vtx_out;
444				void main()
445				{
446					vtx_out = in0;
447					${VERTEX_OUTPUT}
448				}
449			""
450			tessellation_control ""
451				#version 310 es
452				${TESSELLATION_CONTROL_DECLARATIONS}
453				in mediump float vtx_out[];
454				out mediump float tc_out[];
455				void main()
456				{
457					tc_out[gl_InvocationID] = vtx_out[gl_InvocationID];
458					${TESSELLATION_CONTROL_OUTPUT}
459				}
460			""
461			tessellation_evaluation ""
462				#version 310 es
463				${TESSELLATION_EVALUATION_DECLARATIONS}
464				in mediump float tc_out[];
465				out IOBlockName { mediump float val; } instanceName;
466				void main()
467				{
468					instanceName.val = tc_out[2];
469					${TESSELLATION_EVALUATION_OUTPUT}
470				}
471			""
472			geometry ""
473				#version 310 es
474				${GEOMETRY_DECLARATIONS}
475				in IOBlockName { mediump float val; } instanceName[];
476				out mediump float geo_out;
477				void main()
478				{
479					geo_out = instanceName[0].val;
480					gl_Position = gl_in[0].gl_Position;
481					EmitVertex();
482
483					geo_out = instanceName[1].val;
484					gl_Position = gl_in[1].gl_Position;
485					EmitVertex();
486
487					geo_out = instanceName[2].val;
488					gl_Position = gl_in[2].gl_Position;
489					EmitVertex();
490				}
491			""
492			fragment ""
493				#version 310 es
494				precision mediump float;
495				${FRAGMENT_DECLARATIONS}
496				in mediump float geo_out;
497				void main()
498				{
499					out0 = geo_out;
500					${FRAGMENT_OUTPUT}
501				}
502			""
503		end
504
505		case array_in_io_block
506			version 310 es
507			desc "Float array in a io block between tessellation and geometry shaders"
508			require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
509			require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
510			values
511			{
512				input float in0 = 1.0;
513				output float out0 = 1.0;
514			}
515			vertex ""
516				#version 310 es
517				${VERTEX_DECLARATIONS}
518				out mediump float vtx_out;
519				void main()
520				{
521					vtx_out = in0;
522					${VERTEX_OUTPUT}
523				}
524			""
525			tessellation_control ""
526				#version 310 es
527				${TESSELLATION_CONTROL_DECLARATIONS}
528				in mediump float vtx_out[];
529				out mediump float tc_out[];
530				void main()
531				{
532					tc_out[gl_InvocationID] = vtx_out[gl_InvocationID];
533					${TESSELLATION_CONTROL_OUTPUT}
534				}
535			""
536			tessellation_evaluation ""
537				#version 310 es
538				${TESSELLATION_EVALUATION_DECLARATIONS}
539				in mediump float tc_out[];
540				out IOBlockName { mediump float val[2]; } instanceName;
541				void main()
542				{
543					instanceName.val[0] = tc_out[2] + 1.0;
544					instanceName.val[1] = -1.0;
545					${TESSELLATION_EVALUATION_OUTPUT}
546				}
547			""
548			geometry ""
549				#version 310 es
550				${GEOMETRY_DECLARATIONS}
551				in IOBlockName { mediump float val[2]; } instanceName[];
552				out mediump float geo_out;
553				void main()
554				{
555					geo_out = instanceName[0].val[0] + instanceName[0].val[1];
556					gl_Position = gl_in[0].gl_Position;
557					EmitVertex();
558
559					geo_out = instanceName[1].val[0] + instanceName[1].val[1];
560					gl_Position = gl_in[1].gl_Position;
561					EmitVertex();
562
563					geo_out = instanceName[2].val[0] + instanceName[2].val[1];
564					gl_Position = gl_in[2].gl_Position;
565					EmitVertex();
566				}
567			""
568			fragment ""
569				#version 310 es
570				precision mediump float;
571				${FRAGMENT_DECLARATIONS}
572				in mediump float geo_out;
573				void main()
574				{
575					out0 = geo_out;
576					${FRAGMENT_OUTPUT}
577				}
578			""
579		end
580	end
581
582	import "linkage_tessellation_geometry_varying_types.test"
583end
584
585group uniform "Uniform linkage"
586	group rules "Rules"
587		case type_mismatch_1
588			version 310 es
589			desc "Uniform type mismatch"
590			require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
591			require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
592			expect link_fail
593			vertex ""
594				#version 310 es
595				${VERTEX_DECLARATIONS}
596				void main()
597				{
598					${VERTEX_OUTPUT}
599				}
600			""
601			tessellation_control ""
602				#version 310 es
603				${TESSELLATION_CONTROL_DECLARATIONS}
604				void main()
605				{
606					${TESSELLATION_CONTROL_OUTPUT}
607				}
608			""
609			tessellation_evaluation ""
610				#version 310 es
611				${TESSELLATION_EVALUATION_DECLARATIONS}
612				uniform mediump float u_value;
613				out mediump float te_out;
614				void main()
615				{
616					te_out = u_value;
617					${TESSELLATION_EVALUATION_OUTPUT}
618				}
619			""
620			geometry ""
621				#version 310 es
622				${GEOMETRY_DECLARATIONS}
623				uniform mediump vec2 u_value;
624				in mediump float te_out[];
625				out mediump float geo_out;
626				void main()
627				{
628					for (int ndx = 0; ndx < gl_in.length(); ++ndx)
629					{
630						geo_out = te_out[ndx] + u_value.y;
631						gl_Position = gl_in[ndx].gl_Position;
632						EmitVertex();
633					}
634				}
635			""
636			fragment ""
637				#version 310 es
638				precision mediump float;
639				${FRAGMENT_DECLARATIONS}
640				in mediump float geo_out;
641				void main()
642				{
643					${FRAG_COLOR} = vec4(geo_out);
644				}
645			""
646		end
647
648		case precision_mismatch_1
649			version 310 es
650			desc "Uniform precision mismatch"
651			require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
652			require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
653			expect link_fail
654			vertex ""
655				#version 310 es
656				${VERTEX_DECLARATIONS}
657				void main()
658				{
659					${VERTEX_OUTPUT}
660				}
661			""
662			tessellation_control ""
663				#version 310 es
664				${TESSELLATION_CONTROL_DECLARATIONS}
665				void main()
666				{
667					${TESSELLATION_CONTROL_OUTPUT}
668				}
669			""
670			tessellation_evaluation ""
671				#version 310 es
672				${TESSELLATION_EVALUATION_DECLARATIONS}
673				uniform mediump float u_value;
674				out mediump float te_out;
675				void main()
676				{
677					te_out = u_value;
678					${TESSELLATION_EVALUATION_OUTPUT}
679				}
680			""
681			geometry ""
682				#version 310 es
683				${GEOMETRY_DECLARATIONS}
684				uniform highp float u_value;
685				in mediump float te_out[];
686				out mediump float geo_out;
687				void main()
688				{
689					for (int ndx = 0; ndx < gl_in.length(); ++ndx)
690					{
691						geo_out = te_out[ndx] + u_value;
692						gl_Position = gl_in[ndx].gl_Position;
693						EmitVertex();
694					}
695				}
696			""
697			fragment ""
698				#version 310 es
699				precision mediump float;
700				${FRAGMENT_DECLARATIONS}
701				in mediump float geo_out;
702				void main()
703				{
704					${FRAG_COLOR} = vec4(geo_out);
705				}
706			""
707		end
708
709		case struct_partial_usage
710			version 310 es
711			desc "Uniform precision mismatch"
712			require extension { "GL_OES_tessellation_shader" | "GL_EXT_tessellation_shader" } in { tessellation_control, tessellation_evaluation }
713			require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
714			values
715			{
716				uniform float u_value.teVal = 1.0;
717				uniform float u_value.geoVal = 2.0;
718				output float out0 = 5.0;
719			}
720			vertex ""
721				#version 310 es
722				${VERTEX_DECLARATIONS}
723				void main()
724				{
725					${VERTEX_OUTPUT}
726				}
727			""
728			tessellation_control ""
729				#version 310 es
730				${TESSELLATION_CONTROL_DECLARATIONS}
731				void main()
732				{
733					${TESSELLATION_CONTROL_OUTPUT}
734				}
735			""
736			tessellation_evaluation ""
737				#version 310 es
738				${TESSELLATION_EVALUATION_DECLARATIONS}
739				struct S
740				{
741					mediump float teVal;
742					mediump float geoVal;
743				};
744				uniform S u_value;
745				out mediump float te_out;
746				void main()
747				{
748					te_out = u_value.teVal;
749					${TESSELLATION_EVALUATION_OUTPUT}
750				}
751			""
752			geometry ""
753				#version 310 es
754				${GEOMETRY_DECLARATIONS}
755				struct S
756				{
757					mediump float teVal;
758					mediump float geoVal;
759				};
760				uniform S u_value;
761				in mediump float te_out[];
762				out mediump float geo_out;
763				void main()
764				{
765					for (int ndx = 0; ndx < gl_in.length(); ++ndx)
766					{
767						geo_out = te_out[ndx] + 2.0 * u_value.geoVal;
768						gl_Position = gl_in[ndx].gl_Position;
769						EmitVertex();
770					}
771				}
772			""
773			fragment ""
774				#version 310 es
775				precision mediump float;
776				${FRAGMENT_DECLARATIONS}
777				in mediump float geo_out;
778				void main()
779				{
780					out0 = geo_out;
781					${FRAGMENT_OUTPUT}
782				}
783			""
784		end
785	end
786end
787