[Piglit] [PATCH 6/6] glsl-1.20: Add tests for uniform array-of-structures with initializers
Paul Berry
stereotype441 at gmail.com
Mon May 21 11:24:18 PDT 2012
On 16 May 2012 14:23, Ian Romanick <idr at freedesktop.org> wrote:
> From: Ian Romanick <ian.d.romanick at intel.com>
>
> Like the non-array structure tests, it was just impractical to
> generate these tests using scripts, so they are hand-written.
> However, these tests currently fail on Mesa.
>
> Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
>
The rest of this series is
Reviewed-by: Paul Berry <stereotype441 at gmail.com>
> ---
> .../fs-structure-array.shader_test | 48
> ++++++++++++++++++++
> .../vs-structure-array.shader_test | 48
> ++++++++++++++++++++
> 2 files changed, 96 insertions(+), 0 deletions(-)
> create mode 100644
> tests/spec/glsl-1.20/execution/uniform-initializer/fs-structure-array.shader_test
> create mode 100644
> tests/spec/glsl-1.20/execution/uniform-initializer/vs-structure-array.shader_test
>
> diff --git
> a/tests/spec/glsl-1.20/execution/uniform-initializer/fs-structure-array.shader_test
> b/tests/spec/glsl-1.20/execution/uniform-initializer/fs-structure-array.shader_test
> new file mode 100644
> index 0000000..36f5644
> --- /dev/null
> +++
> b/tests/spec/glsl-1.20/execution/uniform-initializer/fs-structure-array.shader_test
> @@ -0,0 +1,48 @@
> +[require]
> +GLSL >= 1.20
> +
> +[vertex shader]
> +#version 120
> +
> +void main()
> +{
> + gl_Position = gl_Vertex;
> +}
> +
> +[fragment shader]
> +#version 120
> +
> +struct S {
> + int i;
> + float f;
> + vec4 v[2];
> +};
> +
> +uniform S s[2] = S[2](S(9, 33.3, vec4[2](vec4(1, 2, 3, 4),
> + vec4(9, 8, 7, 6))),
> + S(7, 22.2, vec4[2](vec4(5, 6, 7, 8),
> + vec4(3, 2, 1, 0))));
> +
> +void main()
> +{
> + vec4 color;
> +
> + if (s[0].i == 9
> + && s[0].f == 33.3
> + && s[0].v[0] == vec4(1, 2, 3, 4)
> + && s[0].v[1] == vec4(9, 8, 7, 6)
> + && s[1].i == 7
> + && s[1].f == 22.2
> + && s[1].v[0] == vec4(5, 6, 7, 8)
> + && s[1].v[1] == vec4(3, 2, 1, 0)) {
> + color = vec4(0, 1, 0, 1);
> + } else {
> + color = vec4(1, 0, 0, 1);
> + }
> +
> + gl_FragColor = color;
> +}
> +
> +[test]
> +draw rect -1 -1 2 2
> +probe all rgb 0 1 0
> diff --git
> a/tests/spec/glsl-1.20/execution/uniform-initializer/vs-structure-array.shader_test
> b/tests/spec/glsl-1.20/execution/uniform-initializer/vs-structure-array.shader_test
> new file mode 100644
> index 0000000..7b8bd50
> --- /dev/null
> +++
> b/tests/spec/glsl-1.20/execution/uniform-initializer/vs-structure-array.shader_test
> @@ -0,0 +1,48 @@
> +[require]
> +GLSL >= 1.20
> +
> +[vertex shader]
> +#version 120
> +
> +struct S {
> + int i;
> + float f;
> + vec4 v[2];
> +};
> +
> +uniform S s[2] = S[2](S(9, 33.3, vec4[2](vec4(1, 2, 3, 4),
> + vec4(9, 8, 7, 6))),
> + S(7, 22.2, vec4[2](vec4(5, 6, 7, 8),
> + vec4(3, 2, 1, 0))));
> +varying vec4 color;
> +
> +void main()
> +{
> + if (s[0].i == 9
> + && s[0].f == 33.3
> + && s[0].v[0] == vec4(1, 2, 3, 4)
> + && s[0].v[1] == vec4(9, 8, 7, 6)
> + && s[1].i == 7
> + && s[1].f == 22.2
> + && s[1].v[0] == vec4(5, 6, 7, 8)
> + && s[1].v[1] == vec4(3, 2, 1, 0)) {
> + color = vec4(0, 1, 0, 1);
> + } else {
> + color = vec4(1, 0, 0, 1);
> + }
> +
> + gl_Position = gl_Vertex;
> +}
> +
> +[fragment shader]
> +#version 120
> +varying vec4 color;
> +
> +void main()
> +{
> + gl_FragColor = color;
> +}
> +
> +[test]
> +draw rect -1 -1 2 2
> +probe all rgb 0 1 0
> --
> 1.7.6.5
>
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