[Piglit] [PATCH 11/11] Test some interactions with multiple inout parameters

Paul Berry stereotype441 at gmail.com
Fri Oct 4 11:57:55 PDT 2013


On 21 August 2013 09:08, Ian Romanick <idr at freedesktop.org> wrote:

> From: Ian Romanick <ian.d.romanick at intel.com>
>
> There are several variations of
>
> void foo(inout int i, inout float f);
> ...
> foo(i, f[i]);
>
> that Mesa's GLSL compiler gets wrong.  NVIDIA (304.64 on GTX 260) fails
> vs-inout-index-inout-mat2-col.shader_test and
> vs-inout-index-inout-mat2-row.shader_test, but passes the others.
>
> v2: Use 'proble all rgb' and make vs-inout-index-inout-mat2-col use u=1
>

s/proble/probe/


> like the other tests.  Both items were suggested by Eric Anholt.  I use
> 'probe all rgb' because the tests actually write 0 for alpha, but
> shader_runner doesn't always get an RGBA visual (so alpha will be 0 or
> 1).  Also, add two simpler tests vs-out-vec4 and vs-inout-vec4.  This
> currently pass, but a patch series I have in progress had broken them.
>
> Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
> Cc: James Jones <jajones at nvidia.com>
> ---
>  .../vs-inout-index-inout-float-array.shader_test   | 35
> ++++++++++++++++++++++
>  .../vs-inout-index-inout-mat2-col.shader_test      | 34
> +++++++++++++++++++++
>  .../vs-inout-index-inout-mat2-row.shader_test      | 34
> +++++++++++++++++++++
>  ...nout-index-inout-vec4-array-element.shader_test | 35
> ++++++++++++++++++++++
>  .../vs-inout-index-inout-vec4-array.shader_test    | 35
> ++++++++++++++++++++++
>  .../vs-inout-index-inout-vec4.shader_test          | 35
> ++++++++++++++++++++++
>  .../vs-inout-vec4.shader_test                      | 33
> ++++++++++++++++++++
>  .../out-parameter-indexing/vs-out-vec4.shader_test | 33
> ++++++++++++++++++++
>  8 files changed, 274 insertions(+)
>  create mode 100644
> tests/shaders/out-parameter-indexing/vs-inout-index-inout-float-array.shader_test
>  create mode 100644
> tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-col.shader_test
>  create mode 100644
> tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-row.shader_test
>  create mode 100644
> tests/shaders/out-parameter-indexing/vs-inout-index-inout-vec4-array-element.shader_test
>  create mode 100644
> tests/shaders/out-parameter-indexing/vs-inout-index-inout-vec4-array.shader_test
>  create mode 100644
> tests/shaders/out-parameter-indexing/vs-inout-index-inout-vec4.shader_test
>  create mode 100644
> tests/shaders/out-parameter-indexing/vs-inout-vec4.shader_test
>  create mode 100644
> tests/shaders/out-parameter-indexing/vs-out-vec4.shader_test
>
> diff --git
> a/tests/shaders/out-parameter-indexing/vs-inout-index-inout-float-array.shader_test
> b/tests/shaders/out-parameter-indexing/vs-inout-index-inout-float-array.shader_test
> new file mode 100644
> index 0000000..95fee24
> --- /dev/null
> +++
> b/tests/shaders/out-parameter-indexing/vs-inout-index-inout-float-array.shader_test
> @@ -0,0 +1,35 @@
> +[require]
> +GLSL >= 1.20
> +
> +[vertex shader]
> +
> +uniform int u = 1;
> +varying vec4 color;
> +
> +void func(inout int i, inout float f)
> +{
> +  i = 0;
> +  f = 1.;
> +}
> +
> +void main()
> +{
> +  float fa[] = float[](0., 0., 0., 0.);
> +  int i = u;
> +
> +  func(i, fa[i]);
> +  color = vec4(fa[0], fa[1], fa[2], fa[3]);
> +  gl_Position = gl_Vertex;
> +}
> +
> +[fragment shader]
> +varying vec4 color;
> +
> +void main()
> +{
> +  gl_FragColor = color;
> +}
> +
> +[test]
> +draw rect -1 -1 2 2
> +probe all rgb 0. 1. 0.
> diff --git
> a/tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-col.shader_test
> b/tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-col.shader_test
> new file mode 100644
> index 0000000..853d1bc
> --- /dev/null
> +++
> b/tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-col.shader_test
> @@ -0,0 +1,34 @@
> +[require]
> +GLSL >= 1.20
> +
> +[vertex shader]
> +uniform int u = 1;
> +varying vec4 color;
> +
> +void func(inout int i, inout float f)
> +{
> +  i = 0;
> +  f = 1.;
> +}
> +
> +void main()
> +{
> +  mat2 m = mat2(0.);
> +  int i = u;
> +
> +  func(i, m[i][1]);
> +  color = vec4(m[1].x, m[1].y, m[0].x, m[0].y);
> +  gl_Position = gl_Vertex;
> +}
> +
> +[fragment shader]
> +varying vec4 color;
> +
> +void main()
> +{
> +  gl_FragColor = color;
> +}
> +
> +[test]
> +draw rect -1 -1 2 2
> +probe all rgb 0. 1.
>

I think you mean:

probe all rgb 0. 1. 0.

With that fixed, this patch is:

Reviewed-by: Paul Berry <stereotype441 at gmail.com>


> diff --git
> a/tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-row.shader_test
> b/tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-row.shader_test
> new file mode 100644
> index 0000000..1c1c39c
> --- /dev/null
> +++
> b/tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-row.shader_test
> @@ -0,0 +1,34 @@
> +[require]
> +GLSL >= 1.20
> +
> +[vertex shader]
> +uniform int u = 1;
> +varying vec4 color;
> +
> +void func(inout int i, inout float f)
> +{
> +  i = 0;
> +  f = 1.;
> +}
> +
> +void main()
> +{
> +  mat2 m = mat2(0.);
> +  int i = u;
> +
> +  func(i, m[0][i]);
> +  color = vec4(m[0].x, m[0].y, m[1].x, m[1].y);
> +  gl_Position = gl_Vertex;
> +}
> +
> +[fragment shader]
> +varying vec4 color;
> +
> +void main()
> +{
> +  gl_FragColor = color;
> +}
> +
> +[test]
> +draw rect -1 -1 2 2
> +probe all rgb 0. 1. 0.
> diff --git
> a/tests/shaders/out-parameter-indexing/vs-inout-index-inout-vec4-array-element.shader_test
> b/tests/shaders/out-parameter-indexing/vs-inout-index-inout-vec4-array-element.shader_test
> new file mode 100644
> index 0000000..a13d409
> --- /dev/null
> +++
> b/tests/shaders/out-parameter-indexing/vs-inout-index-inout-vec4-array-element.shader_test
> @@ -0,0 +1,35 @@
> +[require]
> +GLSL >= 1.20
> +
> +[vertex shader]
> +
> +uniform int u = 1;
> +varying vec4 color;
> +
> +void func(inout int i, inout float f)
> +{
> +  i = 0;
> +  f = 1.;
> +}
> +
> +void main()
> +{
> +  vec4 v[] = vec4[](vec4(0.), vec4(0.));
> +  int i = u;
> +
> +  func(i, v[1][i]);
> +  color = v[1];
> +  gl_Position = gl_Vertex;
> +}
> +
> +[fragment shader]
> +varying vec4 color;
> +
> +void main()
> +{
> +  gl_FragColor = color;
> +}
> +
> +[test]
> +draw rect -1 -1 2 2
> +probe all rgb 0. 1. 0.
> diff --git
> a/tests/shaders/out-parameter-indexing/vs-inout-index-inout-vec4-array.shader_test
> b/tests/shaders/out-parameter-indexing/vs-inout-index-inout-vec4-array.shader_test
> new file mode 100644
> index 0000000..a334020
> --- /dev/null
> +++
> b/tests/shaders/out-parameter-indexing/vs-inout-index-inout-vec4-array.shader_test
> @@ -0,0 +1,35 @@
> +[require]
> +GLSL >= 1.20
> +
> +[vertex shader]
> +
> +uniform int u = 1;
> +varying vec4 color;
> +
> +void func(inout int i, inout float f)
> +{
> +  i = 0;
> +  f = 1.;
> +}
> +
> +void main()
> +{
> +  vec4 v[] = vec4[](vec4(0.), vec4(0.));
> +  int i = u;
> +
> +  func(i, v[i].y);
> +  color = v[1];
> +  gl_Position = gl_Vertex;
> +}
> +
> +[fragment shader]
> +varying vec4 color;
> +
> +void main()
> +{
> +  gl_FragColor = color;
> +}
> +
> +[test]
> +draw rect -1 -1 2 2
> +probe all rgb 0. 1. 0.
> diff --git
> a/tests/shaders/out-parameter-indexing/vs-inout-index-inout-vec4.shader_test
> b/tests/shaders/out-parameter-indexing/vs-inout-index-inout-vec4.shader_test
> new file mode 100644
> index 0000000..13259d5
> --- /dev/null
> +++
> b/tests/shaders/out-parameter-indexing/vs-inout-index-inout-vec4.shader_test
> @@ -0,0 +1,35 @@
> +[require]
> +GLSL >= 1.20
> +
> +[vertex shader]
> +
> +uniform int u = 1;
> +varying vec4 color;
> +
> +void func(inout int i, inout float f)
> +{
> +  i = 0;
> +  f = 1.;
> +}
> +
> +void main()
> +{
> +  vec4 v = vec4(0.);
> +  int i = u;
> +
> +  func(i, v[i]);
> +  color = v;
> +  gl_Position = gl_Vertex;
> +}
> +
> +[fragment shader]
> +varying vec4 color;
> +
> +void main()
> +{
> +  gl_FragColor = color;
> +}
> +
> +[test]
> +draw rect -1 -1 2 2
> +probe all rgb 0. 1. 0.
> diff --git
> a/tests/shaders/out-parameter-indexing/vs-inout-vec4.shader_test
> b/tests/shaders/out-parameter-indexing/vs-inout-vec4.shader_test
> new file mode 100644
> index 0000000..d3fe9bc
> --- /dev/null
> +++ b/tests/shaders/out-parameter-indexing/vs-inout-vec4.shader_test
> @@ -0,0 +1,33 @@
> +[require]
> +GLSL >= 1.20
> +
> +[vertex shader]
> +
> +uniform int u = 1;
> +varying vec4 color;
> +
> +void func(inout float f)
> +{
> +  f = 1.;
> +}
> +
> +void main()
> +{
> +  vec4 v = vec4(0.);
> +
> +  func(v[u]);
> +  color = v;
> +  gl_Position = gl_Vertex;
> +}
> +
> +[fragment shader]
> +varying vec4 color;
> +
> +void main()
> +{
> +  gl_FragColor = color;
> +}
> +
> +[test]
> +draw rect -1 -1 2 2
> +probe all rgb 0. 1. 0.
> diff --git a/tests/shaders/out-parameter-indexing/vs-out-vec4.shader_test
> b/tests/shaders/out-parameter-indexing/vs-out-vec4.shader_test
> new file mode 100644
> index 0000000..3958e38
> --- /dev/null
> +++ b/tests/shaders/out-parameter-indexing/vs-out-vec4.shader_test
> @@ -0,0 +1,33 @@
> +[require]
> +GLSL >= 1.20
> +
> +[vertex shader]
> +
> +uniform int u = 1;
> +varying vec4 color;
> +
> +void func(out float f)
> +{
> +  f = 1.;
> +}
> +
> +void main()
> +{
> +  vec4 v = vec4(0.);
> +
> +  func(v[u]);
> +  color = v;
> +  gl_Position = gl_Vertex;
> +}
> +
> +[fragment shader]
> +varying vec4 color;
> +
> +void main()
> +{
> +  gl_FragColor = color;
> +}
> +
> +[test]
> +draw rect -1 -1 2 2
> +probe all rgb 0. 1. 0.
> --
> 1.8.1.4
>
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