[Piglit] [PATCH] gs: Test core GS inputs on GLSL 1.50

Ian Romanick idr at freedesktop.org
Fri Sep 27 14:15:44 PDT 2013


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

On 09/14/2013 10:44 AM, Paul Berry wrote:
> ---
>  .../execution/geometry/core-inputs.shader_test     | 98 ++++++++++++++++++++++
>  1 file changed, 98 insertions(+)
>  create mode 100644 tests/spec/glsl-1.50/execution/geometry/core-inputs.shader_test
> 
> diff --git a/tests/spec/glsl-1.50/execution/geometry/core-inputs.shader_test b/tests/spec/glsl-1.50/execution/geometry/core-inputs.shader_test
> new file mode 100644
> index 0000000..f0df9f2
> --- /dev/null
> +++ b/tests/spec/glsl-1.50/execution/geometry/core-inputs.shader_test
> @@ -0,0 +1,98 @@
> +# Check proper functioning of the following geometry shader inputs
> +# (which are available in both core and compatibility profiles):
> +#
> +# - gl_Position
> +# - gl_PointSize
> +# - gl_ClipDistance (when accessed using constant array indices)
> +
> +[require]
> +GLSL >= 1.50
> +
> +[vertex shader]
> +#version 150
> +
> +in float offset;
> +
> +void main()
> +{
> +  gl_Position = offset + vec4(0.0, 1.0, 2.0, 3.0);
> +  gl_PointSize = offset + 4.0;
> +  gl_ClipDistance[0] = offset + 5.0;
> +  gl_ClipDistance[1] = offset + 6.0;
> +  gl_ClipDistance[2] = offset + 7.0;
> +  gl_ClipDistance[3] = offset + 8.0;
> +  gl_ClipDistance[4] = offset + 9.0;
> +  gl_ClipDistance[5] = offset + 10.0;
> +  gl_ClipDistance[6] = offset + 11.0;
> +  gl_ClipDistance[7] = offset + 12.0;
> +}
> +
> +[geometry shader]
> +#version 150
> +
> +layout(triangles) in;
> +layout(triangle_strip, max_vertices = 4) out;
> +out vec4 color;
> +
> +void main()
> +{
> +  const vec4 vertices[4] = vec4[4](
> +    vec4(-1.0, -1.0, 0.0, 1.0),
> +    vec4(-1.0,  1.0, 0.0, 1.0),
> +    vec4( 1.0, -1.0, 0.0, 1.0),
> +    vec4( 1.0,  1.0, 0.0, 1.0)
> +  );
> +
> +  bool ok = true;
> +  for (int i = 0; i < 3; i++) {
> +    float offset = 100.0 * float(i);
> +    if (gl_in[i].gl_Position != offset + vec4(0.0, 1.0, 2.0, 3.0))
> +      ok = false;
> +    if (gl_in[i].gl_PointSize != offset + 4.0)
> +      ok = false;
> +    if (gl_in[i].gl_ClipDistance[0] != offset + 5.0)
> +      ok = false;
> +    if (gl_in[i].gl_ClipDistance[1] != offset + 6.0)
> +      ok = false;
> +    if (gl_in[i].gl_ClipDistance[2] != offset + 7.0)
> +      ok = false;
> +    if (gl_in[i].gl_ClipDistance[3] != offset + 8.0)
> +      ok = false;
> +    if (gl_in[i].gl_ClipDistance[4] != offset + 9.0)
> +      ok = false;
> +    if (gl_in[i].gl_ClipDistance[5] != offset + 10.0)
> +      ok = false;
> +    if (gl_in[i].gl_ClipDistance[6] != offset + 11.0)
> +      ok = false;
> +    if (gl_in[i].gl_ClipDistance[7] != offset + 12.0)
> +      ok = false;
> +  }
> +
> +  for (int i = 0; i < 4; i++) {
> +    gl_Position = vertices[i];
> +    color = ok ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
> +    EmitVertex();
> +  }
> +}
> +
> +[fragment shader]
> +#version 150
> +
> +in vec4 color;
> +
> +void main()
> +{
> +  gl_FragColor = color;
> +}
> +
> +[vertex data]
> +offset/float/1
> +0
> +100
> +200
> +
> +[test]
> +clear color 0.0 0.0 0.0 0.0
> +clear
> +draw arrays GL_TRIANGLES 0 3
> +probe all rgba 0.0 1.0 0.0 1.0
> 



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