[Piglit] [PATCH] glsl-fs-lots-of-tex: New test for extended TEX instructions on r400
Marek Olšák
maraeo at gmail.com
Sun Jan 23 04:37:51 PST 2011
Pushed, thanks.
Marek
On Sun, Jan 23, 2011 at 7:50 AM, Tom Stellard <tstellar at gmail.com> wrote:
> ---
> tests/all.tests | 1 +
> tests/shaders/glsl-fs-lots-of-tex.shader_test | 45
> +++++++++++++++++++++++++
> 2 files changed, 46 insertions(+), 0 deletions(-)
> create mode 100644 tests/shaders/glsl-fs-lots-of-tex.shader_test
>
> diff --git a/tests/all.tests b/tests/all.tests
> index 0ce6d34..4f2f83b 100644
> --- a/tests/all.tests
> +++ b/tests/all.tests
> @@ -403,6 +403,7 @@ add_shader_generic(shaders,
> 'glsl-fs-loop-two-counter-03')
> add_shader_generic(shaders, 'glsl-fs-loop-two-counter-04')
> add_shader_generic(shaders, 'glsl-fs-loop-zero-iter')
> add_shader_generic(shaders, 'glsl-fs-loop-diagonal-break')
> +add_shader_generic(shaders, 'glsl-fs-lots-of-tex')
> add_shader_generic(shaders, 'glsl-fs-max')
> add_shader_generic(shaders, 'glsl-fs-min')
> add_plain_test(shaders, 'glsl-fs-mix')
> diff --git a/tests/shaders/glsl-fs-lots-of-tex.shader_test
> b/tests/shaders/glsl-fs-lots-of-tex.shader_test
> new file mode 100644
> index 0000000..a31778f
> --- /dev/null
> +++ b/tests/shaders/glsl-fs-lots-of-tex.shader_test
> @@ -0,0 +1,45 @@
> +[require]
> +GLSL >= 1.10
> +
> +[vertex shader]
> +
> +void main()
> +{
> + gl_Position = gl_Vertex;
> +}
> +
> +[fragment shader]
> +uniform sampler2D tex;
> +uniform vec4 cst;
> +void main()
> +{
> + /* This test is for the extended shader limits on r400 cards.
> + * It should generate 34 TEX instructions.
> + */
> + vec4 a = texture2D(tex, cst.xy) + texture2D(tex, cst.xy);
> + vec4 b = texture2D(tex, cst.xy) + texture2D(tex, cst.xy);
> + vec4 c = texture2D(tex, cst.xy) + texture2D(tex, cst.xy);
> + vec4 d = texture2D(tex, cst.xy) + texture2D(tex, cst.xy);
> + vec4 e = texture2D(tex, cst.xy) + texture2D(tex, cst.xy);
> + vec4 f = texture2D(tex, cst.xy) + texture2D(tex, cst.xy);
> + vec4 g = texture2D(tex, cst.xy) + texture2D(tex, cst.xy);
> + vec4 h = texture2D(tex, cst.xy) + texture2D(tex, cst.xy);
> + vec4 i = texture2D(tex, cst.xy) + texture2D(tex, cst.xy);
> + vec4 j = texture2D(tex, cst.xy) + texture2D(tex, cst.xy);
> + vec4 k = texture2D(tex, cst.xy) + texture2D(tex, cst.xy);
> + vec4 l = texture2D(tex, cst.xy) + texture2D(tex, cst.xy);
> + vec4 m = texture2D(tex, cst.xy) + texture2D(tex, cst.xy);
> + vec4 n = texture2D(tex, cst.xy) + texture2D(tex, cst.xy);
> + vec4 o = texture2D(tex, cst.xy) + texture2D(tex, cst.xy);
> + vec4 p = texture2D(tex, cst.xy) + texture2D(tex, cst.xy);
> + vec4 q = texture2D(tex, cst.xy) + texture2D(tex, cst.xy);
> +
> + gl_FragColor = a + b + c + d + e + f + g + h + i + j + k + l + m +
> n + o + p + q;
> +}
> +
> +[test]
> +uniform int tex 0
> +uniform vec4 cst 0.0 0.0 0.0 0.0
> +texture checkerboard 0 0 (8, 8) (0.01, 0.0, 0.0, 0.0) (0.01, 0.0, 0.0,
> 0.0)
> +draw rect -1 -1 2 2
> +relative probe rgb (0.75, 0.75) (0.4, 0.0, 0.0)
> --
> 1.7.2.5
>
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