group varying "Varying linkage" group rules "Rules" case input_type_mismatch version 310 es desc "Geometry shader input type mismatch" expect link_fail require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } values { output float out0 = 1.0; } vertex "" #version 310 es ${VERTEX_DECLARATIONS} out mediump float geo_in; void main() { geo_in = 1.0; ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} in mediump vec2 geo_in[]; out mediump float geo_out; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { geo_out = geo_in[ndx].x + geo_in[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 output_type_mismatch version 310 es desc "Geometry shader output type mismatch" expect link_fail require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } values { output float out0 = 1.0; } vertex "" #version 310 es ${VERTEX_DECLARATIONS} void main() { ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} out mediump float geo_out; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { geo_out = 1.0; gl_Position = gl_in[ndx].gl_Position; EmitVertex(); } } "" fragment "" #version 310 es precision mediump float; ${FRAGMENT_DECLARATIONS} in mediump vec2 geo_out; void main() { out0 = geo_out.x + geo_out.y; ${FRAGMENT_OUTPUT} } "" end case input_different_precision version 310 es desc "Geometry shader input precision mismatch" require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } values { output float out0 = 1.0; } vertex "" #version 310 es ${VERTEX_DECLARATIONS} out highp float geo_in; void main() { geo_in = 1.0; ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} in lowp float geo_in[]; out mediump float geo_out; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { geo_out = geo_in[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 output_different_precision version 310 es desc "Geometry shader output precision mismatch" require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } values { output float out0 = 1.0; } vertex "" #version 310 es ${VERTEX_DECLARATIONS} void main() { ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} out highp float geo_out; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { geo_out = 1.0; gl_Position = gl_in[ndx].gl_Position; EmitVertex(); } } "" fragment "" #version 310 es precision mediump float; ${FRAGMENT_DECLARATIONS} in lowp float geo_out; void main() { out0 = geo_out; ${FRAGMENT_OUTPUT} } "" end case input_no_declaration version 310 es desc "Geometry shader input has no matching output" expect link_fail require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } values { output float out0 = 1.0; } vertex "" #version 310 es ${VERTEX_DECLARATIONS} void main() { ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} in lowp float geo_in[]; out mediump float geo_out; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { geo_out = geo_in[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 output_no_declaration version 310 es desc "Geometry shader has no output for an input" expect link_fail require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } values { output float out0 = 1.0; } vertex "" #version 310 es ${VERTEX_DECLARATIONS} void main() { ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} void main() { for (int ndx = 0; ndx < gl_in.length(); ++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 input_superfluous_declaration version 310 es desc "Geometry shader has no input for an output" require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } values { output float out0 = 1.0; } vertex "" #version 310 es ${VERTEX_DECLARATIONS} out mediump float geo_in; void main() { geo_in = 1.0; ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} out mediump float geo_out; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { geo_out = 1.0; 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 output_superfluous_declaration version 310 es desc "Geometry shader has output without an matching input" require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } values { output float out0 = 1.0; } vertex "" #version 310 es ${VERTEX_DECLARATIONS} void main() { ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} out mediump float geo_out; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { geo_out = 1.0; gl_Position = gl_in[ndx].gl_Position; EmitVertex(); } } "" fragment "" #version 310 es precision mediump float; ${FRAGMENT_DECLARATIONS} void main() { out0 = 1.0; ${FRAGMENT_OUTPUT} } "" end case input_array_explicit_size version 310 es desc "Geometry shader input is explicitly sized array" require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } values { output float out0 = 1.0; } vertex "" #version 310 es ${VERTEX_DECLARATIONS} out mediump float geo_in; void main() { geo_in = 1.0; ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} in mediump float geo_in[3]; out mediump float geo_out; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { geo_out = geo_in[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 input_non_array version 310 es desc "Geometry shader has no input for an output" require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } expect compile_or_link_fail values { output float out0 = 1.0; } vertex "" #version 310 es ${VERTEX_DECLARATIONS} out mediump float geo_in; void main() { geo_in = 1.0; ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} in mediump float geo_in; out mediump float geo_out; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { geo_out = geo_in; 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 input_array_size_mismatch version 310 es desc "Geometry shader input is explicitly sized array, but size does not match input primitive" require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } expect compile_or_link_fail values { output float out0 = 1.0; } vertex "" #version 310 es ${VERTEX_DECLARATIONS} out mediump float geo_in; void main() { geo_in = 1.0; ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} in mediump float geo_in[4]; out mediump float geo_out; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { geo_out = geo_in[ndx+1]; 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 input_block version 310 es desc "Geometry shader input block" require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } 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} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} in IOBlockName { mediump float var; } inputInstanceName[]; out mediump float geo_out; void main() { geo_out = inputInstanceName[0].var; gl_Position = gl_in[0].gl_Position; EmitVertex(); geo_out = inputInstanceName[1].var; gl_Position = gl_in[1].gl_Position; EmitVertex(); geo_out = inputInstanceName[2].var; 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 input_block_explicit_size version 310 es desc "Geometry shader input block with explicit size" require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } 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} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} in IOBlockName { mediump float var; } inputInstanceName[3]; out mediump float geo_out; void main() { geo_out = inputInstanceName[0].var; gl_Position = gl_in[0].gl_Position; EmitVertex(); geo_out = inputInstanceName[1].var; gl_Position = gl_in[1].gl_Position; EmitVertex(); geo_out = inputInstanceName[2].var; 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 input_block_non_array version 310 es desc "Geometry shader input block is non an array" expect compile_or_link_fail require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } 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} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} in IOBlockName { mediump float var; } inputInstanceName; out mediump float geo_out; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { geo_out = inputInstanceName.var; 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 input_block_array_size_mismatch version 310 es desc "Geometry shader input block invalid array size" expect compile_or_link_fail require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } 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} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} in IOBlockName { mediump float var; } inputInstanceName[4]; out mediump float geo_out; void main() { geo_out = inputInstanceName[0].var; gl_Position = gl_in[0].gl_Position; EmitVertex(); geo_out = inputInstanceName[1].var; gl_Position = gl_in[1].gl_Position; EmitVertex(); geo_out = inputInstanceName[2].var + inputInstanceName[3].var; 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 output_block version 310 es desc "Geometry shader output block" require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } 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} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} out IOBlockName { mediump float var; } outputInstanceName; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { outputInstanceName.var = 1.0; gl_Position = gl_in[ndx].gl_Position; EmitVertex(); } } "" 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 "Geometry shader output block array" require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } 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} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} out IOBlockName { mediump float var; } outputInstanceName[2]; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { outputInstanceName[0].var = 2.0; outputInstanceName[1].var = 1.0; gl_Position = gl_in[ndx].gl_Position; EmitVertex(); } } "" 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_input_primitive_type version 310 es desc "Geometry shader input type unspecified" expect compile_or_link_fail require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } vertex "" #version 310 es ${VERTEX_DECLARATIONS} void main() { ${VERTEX_OUTPUT} } "" geometry "" #version 310 es layout (triangle_strip, max_vertices=3) out; void main() { gl_Position = vec4(0.0, 0.0, 0.0, 1.0); EmitVertex(); gl_Position = vec4(0.0, 1.0, 0.0, 1.0); EmitVertex(); gl_Position = vec4(1.0, 1.0, 0.0, 1.0); EmitVertex(); } "" fragment "" #version 310 es precision mediump float; ${FRAGMENT_DECLARATIONS} void main() { ${FRAGMENT_OUTPUT} } "" end case unspecified_output_primitive_type version 310 es desc "Geometry shader output type unspecified" expect compile_or_link_fail require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } vertex "" #version 310 es ${VERTEX_DECLARATIONS} void main() { ${VERTEX_OUTPUT} } "" geometry "" #version 310 es layout (triangles) in; layout (max_vertices=3) out; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { gl_Position = gl_in[ndx].gl_Position; EmitVertex(); } } "" fragment "" #version 310 es precision mediump float; ${FRAGMENT_DECLARATIONS} void main() { ${FRAGMENT_OUTPUT} } "" end case unspecified_output_primitive_num_vertices version 310 es desc "Geometry shader output type unspecified" expect compile_or_link_fail require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } vertex "" #version 310 es ${VERTEX_DECLARATIONS} void main() { ${VERTEX_OUTPUT} } "" geometry "" #version 310 es layout (triangles) in; layout (triangle_strip) out; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { gl_Position = gl_in[ndx].gl_Position; EmitVertex(); } } "" fragment "" #version 310 es precision mediump float; ${FRAGMENT_DECLARATIONS} void main() { ${FRAGMENT_OUTPUT} } "" end # access_more_than_available_input_vertices case access_more_than_available_input_vertices version 310 es desc "Geometry shader input block with explicit size" expect compile_or_link_fail require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } vertex "" #version 310 es ${VERTEX_DECLARATIONS} void main() { ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} void main() { gl_Position = gl_in[0].gl_Position; EmitVertex(); gl_Position = gl_in[1].gl_Position; EmitVertex(); gl_Position = gl_in[4].gl_Position; // access more than available EmitVertex(); } "" fragment "" #version 310 es precision mediump float; ${FRAGMENT_DECLARATIONS} void main() { ${FRAGMENT_OUTPUT} } "" end end import "linkage_geometry_varying_types.test" group qualifiers "Varying qualifiers" case smooth version 310 es desc "varying with smooth interpolation" 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} smooth out mediump float vtx_var; void main() { vtx_var = in0; ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} smooth in mediump float vtx_var[]; smooth out mediump float geo_var; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { geo_var = vtx_var[ndx]; gl_Position = gl_in[ndx].gl_Position; EmitVertex(); } } "" fragment "" #version 310 es precision mediump float; ${FRAGMENT_DECLARATIONS} smooth in float geo_var; void main() { out0 = geo_var; ${FRAGMENT_OUTPUT} } "" end case flat version 310 es desc "varying with flat interpolation" 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} flat out mediump float vtx_var; void main() { vtx_var = in0; ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} flat in mediump float vtx_var[]; flat out mediump float geo_var; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { geo_var = vtx_var[ndx]; gl_Position = gl_in[ndx].gl_Position; EmitVertex(); } } "" fragment "" #version 310 es precision mediump float; ${FRAGMENT_DECLARATIONS} flat in float geo_var; void main() { out0 = geo_var; ${FRAGMENT_OUTPUT} } "" end case centroid version 310 es desc "varying declared with centroid qualifier" 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} centroid out mediump float vtx_var; void main() { vtx_var = in0; ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} centroid in mediump float vtx_var[]; centroid out mediump float geo_var; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { geo_var = vtx_var[ndx]; gl_Position = gl_in[ndx].gl_Position; EmitVertex(); } } "" fragment "" #version 310 es precision mediump float; ${FRAGMENT_DECLARATIONS} centroid in float geo_var; void main() { out0 = geo_var; ${FRAGMENT_OUTPUT} } "" end case sample version 310 es desc "varying declared with sample qualifier" require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } 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 vtx_var; void main() { vtx_var = in0; ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} sample in mediump float vtx_var[]; sample out mediump float geo_var; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { geo_var = vtx_var[ndx]; gl_Position = gl_in[ndx].gl_Position; EmitVertex(); } } "" fragment "" #version 310 es precision mediump float; ${FRAGMENT_DECLARATIONS} sample in float geo_var; void main() { out0 = geo_var; ${FRAGMENT_OUTPUT} } "" end end end group uniform "Uniform linkage" group rules "Rules" case type_mismatch_1 version 310 es desc "uniforms declared with different types" expect link_fail require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } vertex "" #version 310 es ${VERTEX_DECLARATIONS} uniform mediump float u_var; out mediump float vtx_var; void main() { vtx_var = u_var; ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} uniform mediump vec4 u_var; in mediump float vtx_var[]; out mediump float geo_var; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { geo_var = vtx_var[ndx]; gl_Position = gl_in[ndx].gl_Position + u_var; EmitVertex(); } } "" fragment "" #version 310 es precision mediump float; ${FRAGMENT_DECLARATIONS} in float geo_var; void main() { ${FRAG_COLOR} = vec4(geo_var); } "" end case type_mismatch_2 version 310 es desc "uniforms declared with different types" expect link_fail require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } 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_var; void main() { uint result = atomicCounterIncrement(u_var); vtx_var = float(result); ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} uniform mediump vec4 u_var; in mediump float vtx_var[]; out mediump float geo_var; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { geo_var = vtx_var[ndx]; gl_Position = gl_in[ndx].gl_Position + u_var; EmitVertex(); } } "" fragment "" #version 310 es precision mediump float; ${FRAGMENT_DECLARATIONS} in float geo_var; void main() { ${FRAG_COLOR} = vec4(geo_var); } "" end case type_mismatch_3 version 310 es desc "uniforms declared with different types" expect link_fail require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } 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_var; void main() { int result = imageSize(u_var).x; vtx_var = float(result); ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} uniform mediump vec4 u_var; in mediump float vtx_var[]; out mediump float geo_var; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { geo_var = vtx_var[ndx]; gl_Position = gl_in[ndx].gl_Position + u_var; EmitVertex(); } } "" fragment "" #version 310 es precision mediump float; ${FRAGMENT_DECLARATIONS} in float geo_var; void main() { ${FRAG_COLOR} = vec4(geo_var); } "" end case precision_mismatch version 310 es desc "uniforms declared with different precisions" expect link_fail require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } vertex "" #version 310 es ${VERTEX_DECLARATIONS} uniform highp float u_var; out mediump float vtx_var; void main() { vtx_var = u_var; ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} uniform mediump float u_var; in mediump float vtx_var[]; out mediump float geo_var; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { geo_var = vtx_var[ndx]; gl_Position = gl_in[ndx].gl_Position + vec4(u_var); EmitVertex(); } } "" fragment "" #version 310 es precision mediump float; ${FRAGMENT_DECLARATIONS} in float geo_var; void main() { ${FRAG_COLOR} = vec4(geo_var); } "" end case struct_partial_usage version 310 es desc "uniforms struct used partially in different stages" require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry } values { uniform float val.vtxValue = 1.0; uniform float val.geoValue = 1.0; uniform float val.frgValue = 1.0; } vertex "" #version 310 es ${VERTEX_DECLARATIONS} struct S { mediump float vtxValue; mediump float geoValue; mediump float frgValue; }; uniform S val; out mediump float vtx_var; void main() { vtx_var = val.vtxValue; ${VERTEX_OUTPUT} } "" geometry "" #version 310 es ${GEOMETRY_DECLARATIONS} struct S { mediump float vtxValue; mediump float geoValue; mediump float frgValue; }; uniform S val; in mediump float vtx_var[]; out mediump float geo_var; void main() { for (int ndx = 0; ndx < gl_in.length(); ++ndx) { geo_var = vtx_var[ndx] + val.geoValue; gl_Position = gl_in[ndx].gl_Position; EmitVertex(); } } "" fragment "" #version 310 es precision mediump float; ${FRAGMENT_DECLARATIONS} struct S { mediump float vtxValue; mediump float geoValue; mediump float frgValue; }; uniform S val; in float geo_var; void main() { ${FRAG_COLOR} = vec4(geo_var + val.frgValue); } "" end end import "linkage_geometry_uniform_types.test" end