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

Ian Romanick idr at freedesktop.org
Wed Aug 21 09:08:03 PDT 2013


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
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.
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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