[Piglit] [PATCH 3/3] glsl-1.50 execution: Test shaders for struct capability
Paul Berry
stereotype441 at gmail.com
Wed Jul 17 10:39:25 PDT 2013
On 16 July 2013 08:49, Nicholas Mack <nichmack at gmail.com> wrote:
> ---
> .../varying-struct-basic-vs-fs.shader_test | 121
> +++++++++++++++++++++
> 1 file changed, 121 insertions(+)
> create mode 100644
> tests/spec/glsl-1.50/execution/varying-struct-basic-vs-fs.shader_test
>
This series is:
Reviewed-by: Paul Berry <stereotype441 at gmail.com>
>
> diff --git
> a/tests/spec/glsl-1.50/execution/varying-struct-basic-vs-fs.shader_test
> b/tests/spec/glsl-1.50/execution/varying-struct-basic-vs-fs.shader_test
> new file mode 100644
> index 0000000..b10bb69
> --- /dev/null
> +++ b/tests/spec/glsl-1.50/execution/varying-struct-basic-vs-fs.shader_test
> @@ -0,0 +1,121 @@
> +# Test that varying structs work properly.
> +#
> +# From the GLSL 1.50 specification, section 4.3.4 ("Input Variables"):
> +#
> +# Fragment inputs can only be signed and unsigned integers and
> +# integer vectors, float, floating-point vectors, matrices, or
> +# arrays or structures of these.
> +#
> +# And from section 4.3.6 ("Output Variables"):
> +#
> +# Vertex output variables ... can only be float, floating-point
> +# vectors, matrices, signed or unsigned integers or integer
> +# vectors, or arrays or structures of any these.
> +#
> +# This test verifies basic functionality of varying structs using a
> +# varying struct containing a variety of types.
> +
> +[require]
> +GL >= 3.2
> +GLSL >= 1.50
> +
> +[vertex shader]
> +#version 150
> +
> +uniform float ref;
> +
> +in vec4 vertex;
> +struct Foo
> +{
> + mat4 a;
> + mat3 b;
> + mat2 c;
> + vec4 d;
> + vec3 e;
> + vec2 f;
> + float g;
> +};
> +out Foo foo;
> +
> +void main()
> +{
> + gl_Position = vertex;
> +
> + foo.a = mat4(ref, ref + 1.0, ref + 2.0, ref + 3.0,
> + ref + 4.0, ref + 5.0, ref + 6.0, ref + 7.0,
> + ref + 8.0, ref + 9.0, ref + 10.0, ref + 11.0,
> + ref + 12.0, ref + 13.0, ref + 14.0, ref + 15.0);
> +
> + foo.b = mat3(ref + 16.0, ref + 17.0, ref + 18.0,
> + ref + 19.0, ref + 20.0, ref + 21.0,
> + ref + 22.0, ref + 23.0, ref + 24.0);
> +
> + foo.c = mat2(ref + 25.0, ref + 26.0,
> + ref + 27.0, ref + 28.0);
> +
> + foo.d = vec4(ref + 29.0, ref + 30.0, ref + 31.0, ref + 32.0);
> + foo.e = vec3(ref + 33.0, ref + 34.0, ref + 35.0);
> + foo.f = vec2(ref + 36.0, ref + 37.0);
> + foo.g = ref + 38.0;
> +}
> +
> +[fragment shader]
> +#version 150
> +
> +uniform float ref;
> +
> +struct Foo
> +{
> + mat4 a;
> + mat3 b;
> + mat2 c;
> + vec4 d;
> + vec3 e;
> + vec2 f;
> + float g;
> +};
> +in Foo foo;
> +out vec4 color;
> +
> +#define CHECK(value, expected) \
> + if (distance(value, expected) > 0.00001) \
> + failed = true
> +
> +void main()
> +{
> + bool failed = false;
> +
> + CHECK(foo.a[0], vec4(ref, ref + 1.0, ref + 2.0, ref +
> 3.0));
> + CHECK(foo.a[1], vec4(ref + 4.0, ref + 5.0, ref + 6.0, ref +
> 7.0));
> + CHECK(foo.a[2], vec4(ref + 8.0, ref + 9.0, ref + 10.0, ref +
> 11.0));
> + CHECK(foo.a[3], vec4(ref + 12.0, ref + 13.0, ref + 14.0, ref +
> 15.0));
> +
> + CHECK(foo.b[0], vec3(ref + 16.0, ref + 17.0, ref + 18.0));
> + CHECK(foo.b[1], vec3(ref + 19.0, ref + 20.0, ref + 21.0));
> + CHECK(foo.b[2], vec3(ref + 22.0, ref + 23.0, ref + 24.0));
> +
> + CHECK(foo.c[0], vec2(ref + 25.0, ref + 26.0));
> + CHECK(foo.c[1], vec2(ref + 27.0, ref + 28.0));
> +
> + CHECK(foo.d, vec4(ref + 29.0, ref + 30.0, ref + 31.0, ref + 32.0));
> + CHECK(foo.e, vec3(ref + 33.0, ref + 34.0, ref + 35.0));
> + CHECK(foo.f, vec2(ref + 36.0, ref + 37.0));
> + CHECK(foo.g, ref + 38.0);
> +
> + if (failed)
> + color = vec4(1.0, 0.0, 0.0, 1.0);
> + else
> + color = vec4(0.0, 1.0, 0.0, 1.0);
> +}
> +
> +[vertex data]
> +vertex/float/2
> +-1.0 -1.0
> + 1.0 -1.0
> + 1.0 1.0
> +-1.0 1.0
> +
> +[test]
> +uniform float ref 137.035999074
> +draw arrays GL_TRIANGLE_FAN 0 4
> +probe all rgba 0.0 1.0 0.0 1.0
> --
> 1.8.3.1
>
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