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

Ian Romanick idr at freedesktop.org
Fri Mar 22 15:04:21 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's closed-source driver
(version 304.64) fails vs-inout-index-inout-mat2-col.shader_test and
vs-inout-index-inout-mat2-row.shader_test, but passes the others.

Signed-off-by: Ian Romanick <ian.d.romanick at intel.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 ++++++++++++++++++++++
 6 files changed, 208 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

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..3230705
--- /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
+relative probe rgb (.5, .5) (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..ed01ab6
--- /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 = 0;
+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[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
+relative probe rgb (.5, .5) (0., 1., 0.)
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..a12ad78
--- /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
+relative probe rgb (.5, .5) (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..a210d63
--- /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
+relative probe rgb (.5, .5) (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..59aae8e
--- /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
+relative probe rgb (.5, .5) (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..60655f4
--- /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
+relative probe rgb (.5, .5) (0., 1., 0.)
-- 
1.8.1.4



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