[Piglit] [PATCH 1/2] arb_gpu_shader5: Add some initial tests for d/u sampler array indexing

Chris Forbes chrisf at ijw.co.nz
Sun Aug 10 04:14:55 PDT 2014


Signed-off-by: Chris Forbes <chrisf at ijw.co.nz>
---
 .../sampler_array_indexing/fs-simple.shader_test   | 68 +++++++++++++++++
 .../sampler_array_indexing/gs-simple.shader_test   | 87 ++++++++++++++++++++++
 .../sampler_array_indexing/vs-simple.shader_test   | 80 ++++++++++++++++++++
 3 files changed, 235 insertions(+)
 create mode 100644 tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-simple.shader_test
 create mode 100644 tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-simple.shader_test
 create mode 100644 tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-simple.shader_test

diff --git a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-simple.shader_test b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-simple.shader_test
new file mode 100644
index 0000000..6defb65
--- /dev/null
+++ b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-simple.shader_test
@@ -0,0 +1,68 @@
+# This test verifies that dynamically uniform indexing of sampler 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 sampler2D s[4];
+
+uniform int n;
+
+out vec4 color;
+
+void main()
+{
+	color = texture(s[n], vec2(0.5, 0.5));
+}
+
+[test]
+clear color 0.2 0.2 0.2 0.2
+clear
+
+uniform int s[0] 0
+uniform int s[1] 1
+uniform int s[2] 2
+uniform int s[3] 3
+
+texture checkerboard 0 0 (32, 32) (1.0, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 1 0 (32, 32) (0.0, 1.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 2 0 (32, 32) (0.0, 0.0, 1.0, 0.0) (0.0, 0.0, 1.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 3 0 (32, 32) (1.0, 1.0, 1.0, 1.0) (1.0, 1.0, 1.0, 1.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+uniform int n 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
+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
+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
+draw rect 0 0 1 1
+
+relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
diff --git a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-simple.shader_test b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-simple.shader_test
new file mode 100644
index 0000000..cd4054f
--- /dev/null
+++ b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-simple.shader_test
@@ -0,0 +1,87 @@
+# This test verifies that dynamically uniform indexing of sampler arrays
+# in the geometry shader behaves correctly.
+
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader5
+
+[vertex shader passthrough]
+
+[geometry shader]
+#version 150
+#extension GL_ARB_gpu_shader5: require
+
+uniform sampler2D s[4];
+
+uniform int n;
+
+layout(triangles) in;
+layout(triangle_strip, max_vertices=3) out;
+out vec4 color;
+
+void main()
+{
+	for (int i = 0; i < 3; i++) {
+		gl_Position = gl_in[i].gl_Position;
+		color = texture(s[n], vec2(0.5, 0.5));
+		EmitVertex();
+	}
+	EndPrimitive();
+}
+
+[fragment shader]
+#version 150
+#extension GL_ARB_gpu_shader5: require
+
+in vec4 color;
+out vec4 out_color;
+
+void main()
+{
+	out_color = color;
+}
+
+[test]
+clear color 0.2 0.2 0.2 0.2
+clear
+
+uniform int s[0] 0
+uniform int s[1] 1
+uniform int s[2] 2
+uniform int s[3] 3
+
+texture checkerboard 0 0 (32, 32) (1.0, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 1 0 (32, 32) (0.0, 1.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 2 0 (32, 32) (0.0, 0.0, 1.0, 0.0) (0.0, 0.0, 1.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 3 0 (32, 32) (1.0, 1.0, 1.0, 1.0) (1.0, 1.0, 1.0, 1.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+uniform int n 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
+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
+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
+draw rect 0 0 1 1
+
+relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
diff --git a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-simple.shader_test b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-simple.shader_test
new file mode 100644
index 0000000..20389f6
--- /dev/null
+++ b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-simple.shader_test
@@ -0,0 +1,80 @@
+# This test verifies that dynamically uniform indexing of sampler arrays
+# in the vertex shader behaves correctly.
+
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader5
+
+[vertex shader]
+#version 150
+#extension GL_ARB_gpu_shader5: require
+
+uniform sampler2D s[4];
+
+uniform int n;
+
+in vec4 piglit_vertex;
+out vec4 color;
+
+void main()
+{
+	gl_Position = piglit_vertex;
+	color = texture(s[n], vec2(0.5, 0.5));
+}
+
+[fragment shader]
+#version 150
+#extension GL_ARB_gpu_shader5: require
+
+in vec4 color;
+out vec4 out_color;
+
+void main()
+{
+	out_color = color;
+}
+
+[test]
+clear color 0.2 0.2 0.2 0.2
+clear
+
+uniform int s[0] 0
+uniform int s[1] 1
+uniform int s[2] 2
+uniform int s[3] 3
+
+texture checkerboard 0 0 (32, 32) (1.0, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 1 0 (32, 32) (0.0, 1.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 2 0 (32, 32) (0.0, 0.0, 1.0, 0.0) (0.0, 0.0, 1.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 3 0 (32, 32) (1.0, 1.0, 1.0, 1.0) (1.0, 1.0, 1.0, 1.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+uniform int n 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
+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
+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
+draw rect 0 0 1 1
+
+relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
-- 
2.0.4



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