1# Tests that triangles coming out of the TES in point_mode don't get rasterized 2# as triangles when drawing in GL_NV_fill_rectangle mode 3[require] 4GLSL >= 1.50 5GL_NV_fill_rectangle 6GL_ARB_tessellation_shader 7 8[vertex shader passthrough] 9 10[tessellation evaluation shader] 11#extension GL_ARB_tessellation_shader: require 12layout(triangles, point_mode) in; 13 14void main() 15{ 16 gl_Position = gl_in[0].gl_Position * gl_TessCoord[0] 17 + gl_in[1].gl_Position * gl_TessCoord[1] 18 + gl_in[2].gl_Position * gl_TessCoord[2]; 19 gl_PointSize = 5.0; 20} 21 22[fragment shader] 23void main() 24{ 25 gl_FragColor = vec4(0, 1, 0, 1); 26} 27 28[vertex data] 29piglit_vertex/float/3 30 0.0 1.0 0.0 31 1.0 -1.0 0.0 32-1.0 -1.0 0.0 33 34[test] 35clear color 0.2 0.2 0.2 0.2 36clear 37 38enable GL_PROGRAM_POINT_SIZE 39polygon mode GL_FRONT_AND_BACK GL_FILL_RECTANGLE_NV 40draw arrays GL_PATCHES 0 3 41 42probe rgb 0 0 0.0 1.0 0.0 43probe rgb 15 15 0.2 0.2 0.2 44