[Piglit] [PATCH] arb_gpu_shader5: Add meaner test for dynamically uniform UBO access

Ilia Mirkin imirkin at alum.mit.edu
Sat Aug 2 17:23:40 PDT 2014


On Sat, Aug 2, 2014 at 8:20 PM, Chris Forbes <chrisf at ijw.co.nz> wrote:
> Both block indices are dynamically uniform expressions (by virtue of
> being uniforms) -- but only some invocations take each path.
>
> Signed-off-by: Chris Forbes <chrisf at ijw.co.nz>

Reviewed-by: Ilia Mirkin <imirkin at alum.mit.edu>

As I mentioned on IRC, while this test is perfectly correct, it would
be nice to have a test where the indices weren't the same in
actuality, in case the compiler mucks that up somehow.

  -ilia

> ---
>  .../ubo_array_indexing/fs-masked.shader_test       | 66 ++++++++++++++++++++++
>  1 file changed, 66 insertions(+)
>  create mode 100644 tests/spec/arb_gpu_shader5/execution/ubo_array_indexing/fs-masked.shader_test
>
> diff --git a/tests/spec/arb_gpu_shader5/execution/ubo_array_indexing/fs-masked.shader_test b/tests/spec/arb_gpu_shader5/execution/ubo_array_indexing/fs-masked.shader_test
> new file mode 100644
> index 0000000..1ec0553
> --- /dev/null
> +++ b/tests/spec/arb_gpu_shader5/execution/ubo_array_indexing/fs-masked.shader_test
> @@ -0,0 +1,66 @@
> +# This test verifies that dynamically uniform indexing of UBO arrays
> +# in the fragment shader behaves correctly.
> +
> +[require]
> +GLSL >= 1.50
> +GL_ARB_gpu_shader5
> +
> +[vertex shader passthrough]
> +
> +[fragment shader]
> +#version 150
> +#extension GL_ARB_gpu_shader5: require
> +
> +uniform block {
> +       vec4 color;
> +} arr[4];
> +
> +uniform int n, n2;     // these have same value, but the compiler can't know.
> +
> +out vec4 color;
> +
> +void main()
> +{
> +       if ((int(gl_FragCoord.x) & 3) == 2) {
> +               color = arr[n2].color;
> +       } else {
> +               color = arr[n].color;
> +       }
> +}
> +
> +[test]
> +clear color 0.2 0.2 0.2 0.2
> +clear
> +
> +ubo array index 0
> +uniform vec4 block.color 1.0 0.0 0.0 0.0
> +ubo array index 1
> +uniform vec4 block.color 0.0 1.0 0.0 0.0
> +ubo array index 2
> +uniform vec4 block.color 0.0 0.0 1.0 0.0
> +ubo array index 3
> +uniform vec4 block.color 1.0 1.0 1.0 1.0
> +
> +uniform int n 0
> +uniform int n2 0
> +draw rect -1 -1 1 1
> +
> +relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
> +
> +uniform int n 1
> +uniform int n2 1
> +draw rect 0 -1 1 1
> +
> +relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
> +
> +uniform int n 2
> +uniform int n2 2
> +draw rect -1 0 1 1
> +
> +relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
> +
> +uniform int n 3
> +uniform int n2 3
> +draw rect 0 0 1 1
> +
> +relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
> --
> 2.0.2
>
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