[Mesa-dev] [PATCH 3/6] glsl/tests: Verify fragment shader built-ins generated by _mesa_glsl_initialize_variables

Ian Romanick idr at freedesktop.org
Fri Oct 11 20:18:38 CEST 2013


From: Ian Romanick <ian.d.romanick at intel.com>

Checks that the variables generated meet certain criteria.

 - Fragment shader inputs have an explicit location.

 - Fragment shader outputs have an explicit location.

 - Vertex / geometry shader-only varying locations are not used.

 - Fragment shader uniforms and system values don't have an explicit
   location.

 - Fragment shader constants don't have an explicit location and are
   read-only.

 - No other kinds of fragment variables exist.

It does not verify that an specific variables exist.

Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
---
 src/glsl/tests/builtin_variable_test.cpp | 76 ++++++++++++++++++++++++++++++++
 1 file changed, 76 insertions(+)

diff --git a/src/glsl/tests/builtin_variable_test.cpp b/src/glsl/tests/builtin_variable_test.cpp
index c4711ab..37c8f25 100644
--- a/src/glsl/tests/builtin_variable_test.cpp
+++ b/src/glsl/tests/builtin_variable_test.cpp
@@ -233,3 +233,79 @@ TEST_F(vertex_builtin, no_invalid_variable_modes)
 {
    common_builtin::no_invalid_variable_modes();
 }
+
+/********************************************************************/
+
+class fragment_builtin : public common_builtin {
+public:
+   fragment_builtin()
+      : common_builtin(GL_FRAGMENT_SHADER)
+   {
+      /* empty */
+   }
+};
+
+TEST_F(fragment_builtin, names_start_with_gl)
+{
+   common_builtin::names_start_with_gl();
+}
+
+TEST_F(fragment_builtin, inputs_have_explicit_location)
+{
+   foreach_list(node, &this->ir) {
+      ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+      if (var->mode != ir_var_shader_in)
+	 continue;
+
+      EXPECT_TRUE(var->explicit_location);
+      EXPECT_NE(-1, var->location);
+      EXPECT_GT(VARYING_SLOT_VAR0, var->location);
+      EXPECT_EQ(0u, var->location_frac);
+
+      /* Several varyings only exist in the vertex / geometry shader.  Be sure
+       * that no inputs with these locations exist.
+       */
+      EXPECT_NE(VARYING_SLOT_PSIZ, var->location);
+      EXPECT_NE(VARYING_SLOT_BFC0, var->location);
+      EXPECT_NE(VARYING_SLOT_BFC1, var->location);
+      EXPECT_NE(VARYING_SLOT_EDGE, var->location);
+      EXPECT_NE(VARYING_SLOT_CLIP_VERTEX, var->location);
+      EXPECT_NE(VARYING_SLOT_LAYER, var->location);
+   }
+}
+
+TEST_F(fragment_builtin, outputs_have_explicit_location)
+{
+   foreach_list(node, &this->ir) {
+      ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+      if (var->mode != ir_var_shader_out)
+	 continue;
+
+      EXPECT_TRUE(var->explicit_location);
+      EXPECT_NE(-1, var->location);
+
+      /* gl_FragData[] has location FRAG_RESULT_DATA0.  Locations beyond that
+       * are invalid.
+       */
+      EXPECT_GE(FRAG_RESULT_DATA0, var->location);
+
+      EXPECT_EQ(0u, var->location_frac);
+   }
+}
+
+TEST_F(fragment_builtin, uniforms_and_system_values_dont_have_explicit_location)
+{
+   common_builtin::uniforms_and_system_values_dont_have_explicit_location();
+}
+
+TEST_F(fragment_builtin, constants_are_constant)
+{
+   common_builtin::constants_are_constant();
+}
+
+TEST_F(fragment_builtin, no_invalid_variable_modes)
+{
+   common_builtin::no_invalid_variable_modes();
+}
-- 
1.8.1.4



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