[Piglit] [PATCH] gs: Test redeclaring either gl_PerVertex in or out, and using both.

Ian Romanick idr at freedesktop.org
Wed Nov 6 14:06:23 PST 2013


On 10/15/2013 03:53 PM, Paul Berry wrote:

This test is

Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>

Do we already have tests that redeclare these blocks but try to use
fields that were not in the redeclaration?

> ---
>  .../gs-redeclares-pervertex-in-only.shader_test    | 55 ++++++++++++++++++++++
>  .../gs-redeclares-pervertex-out-only.shader_test   | 53 +++++++++++++++++++++
>  2 files changed, 108 insertions(+)
>  create mode 100644 tests/spec/glsl-1.50/execution/gs-redeclares-pervertex-in-only.shader_test
>  create mode 100644 tests/spec/glsl-1.50/execution/gs-redeclares-pervertex-out-only.shader_test
> 
> diff --git a/tests/spec/glsl-1.50/execution/gs-redeclares-pervertex-in-only.shader_test b/tests/spec/glsl-1.50/execution/gs-redeclares-pervertex-in-only.shader_test
> new file mode 100644
> index 0000000..f28bd7f
> --- /dev/null
> +++ b/tests/spec/glsl-1.50/execution/gs-redeclares-pervertex-in-only.shader_test
> @@ -0,0 +1,55 @@
> +# This test verifies that a geometry shader can redeclare just the
> +# gl_PerVertex input block, but still use members of the gl_PerVertex
> +# output block (whether or not those members were included in the
> +# redeclaration of the input block).
> +
> +[require]
> +GLSL >= 1.50
> +
> +[vertex shader]
> +in vec4 piglit_vertex;
> +out gl_PerVertex {
> +  vec4 gl_Position;
> +};
> +
> +void main()
> +{
> +  gl_Position = piglit_vertex;
> +}
> +
> +[geometry shader]
> +layout(triangles) in;
> +layout(triangle_strip, max_vertices = 3) out;
> +
> +in gl_PerVertex {
> +  vec4 gl_Position;
> +} gl_in[];
> +
> +void main()
> +{
> +  for (int i = 0; i < 3; i++) {
> +    gl_Position = gl_in[i].gl_Position;
> +    gl_ClipDistance[0] = 1.0;
> +    EmitVertex();
> +  }
> +}
> +
> +[fragment shader]
> +void main()
> +{
> +  if (gl_ClipDistance[0] == 1.0)
> +    gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
> +  else
> +    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
> +}
> +
> +[test]
> +# Since the fragment shader's gl_ClipDistance array is only defined
> +# for elements that have clipping enabled, we need to enable clip
> +# plane 0.  Fortunately the values we use for gl_ClipDistance are
> +# always positive, so no pixels are actually clipped.
> +enable GL_CLIP_PLANE0
> +clear color 0.0 0.0 0.0 0.0
> +clear
> +draw rect -1 -1 2 2
> +probe all rgba 0.0 1.0 0.0 1.0
> diff --git a/tests/spec/glsl-1.50/execution/gs-redeclares-pervertex-out-only.shader_test b/tests/spec/glsl-1.50/execution/gs-redeclares-pervertex-out-only.shader_test
> new file mode 100644
> index 0000000..e3f3dbd
> --- /dev/null
> +++ b/tests/spec/glsl-1.50/execution/gs-redeclares-pervertex-out-only.shader_test
> @@ -0,0 +1,53 @@
> +# This test verifies that a geometry shader can redeclare just the
> +# gl_PerVertex output block, but still use members of the gl_PerVertex
> +# input block (whether or not those members were included in the
> +# redeclaration of the output block).
> +
> +[require]
> +GLSL >= 1.50
> +
> +[vertex shader]
> +in vec4 piglit_vertex;
> +
> +void main()
> +{
> +  gl_Position = piglit_vertex;
> +  gl_PointSize = dot(piglit_vertex, vec4(1.0));
> +}
> +
> +[geometry shader]
> +layout(triangles) in;
> +layout(triangle_strip, max_vertices = 3) out;
> +
> +out gl_PerVertex {
> +  vec4 gl_Position;
> +};
> +out vec4 color;
> +
> +void main()
> +{
> +  bool ok = true;
> +  for (int i = 0; i < 3; i++) {
> +    if (gl_in[i].gl_PointSize != dot(gl_in[i].gl_Position, vec4(1.0)))
> +      ok = false;
> +  }
> +  for (int i = 0; i < 3; i++) {
> +    gl_Position = gl_in[i].gl_Position;
> +    color = ok ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
> +    EmitVertex();
> +  }
> +}
> +
> +[fragment shader]
> +in vec4 color;
> +
> +void main()
> +{
> +  gl_FragColor = color;
> +}
> +
> +[test]
> +clear color 0.0 0.0 0.0 0.0
> +clear
> +draw rect -1 -1 2 2
> +probe all rgba 0.0 1.0 0.0 1.0
> 



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