# Check that triangles delivered to the geometry shader using # GL_TRIANGLE_STRIP have the correct orientation. # # It works by rendering 4 triangles in a strip and using # gl_FrontFacing to check that they all have the same orientation. [require] GL >= 2.0 GLSL >= 1.50 GL_NV_conservative_raster [vertex shader passthrough] [fragment shader] out vec4 color; void main() { color = vec4(0.0, 1.0, 0.0, 1.0); } [vertex data] piglit_vertex/float/2 -1.0 -1.0 1.0 0.996 1.0 -1.0 [test] #extension GL_NV_conservative_raster: require clear color 0.0 0.0 0.0 0.0 clear enable GL_CONSERVATIVE_RASTERIZATION_NV draw arrays GL_TRIANGLE_FAN 0 3 probe rgba 249 249 0.0 1.0 0.0 1.0 clear disable GL_CONSERVATIVE_RASTERIZATION_NV draw arrays GL_TRIANGLE_FAN 0 3 probe rgba 249 249 0.0 0.0 0.0 0.0