[Piglit] [PATCH] glsl-1.50/execution: add primitive id tests with tri strip primitives
sroland at vmware.com
sroland at vmware.com
Fri Dec 5 20:20:35 PST 2014
From: Roland Scheidegger <sroland at vmware.com>
Just using tri strip instead of tri fan.
Exposing more bugs in llvmpipe/draw...
---
...imitive-id-no-gs-strip-first-vertex.shader_test | 62 ++++++++++++++++++++++
.../execution/primitive-id-no-gs-strip.shader_test | 60 +++++++++++++++++++++
2 files changed, 122 insertions(+)
create mode 100644 tests/spec/glsl-1.50/execution/primitive-id-no-gs-strip-first-vertex.shader_test
create mode 100644 tests/spec/glsl-1.50/execution/primitive-id-no-gs-strip.shader_test
diff --git a/tests/spec/glsl-1.50/execution/primitive-id-no-gs-strip-first-vertex.shader_test b/tests/spec/glsl-1.50/execution/primitive-id-no-gs-strip-first-vertex.shader_test
new file mode 100644
index 0000000..36c16e8
--- /dev/null
+++ b/tests/spec/glsl-1.50/execution/primitive-id-no-gs-strip-first-vertex.shader_test
@@ -0,0 +1,62 @@
+# Check proper functioning of the gl_PrimitiveID fragment shader
+# input, in the case where there is no geometry shader.
+
+[require]
+GLSL >= 1.50
+GL_EXT_provoking_vertex
+
+[vertex shader]
+#version 150
+
+in vec4 piglit_vertex;
+flat out int vertex_id;
+
+void main()
+{
+ gl_Position = piglit_vertex;
+ vertex_id = gl_VertexID;
+}
+
+[fragment shader]
+#version 150
+
+flat in int vertex_id;
+
+void main()
+{
+ /* We draw a triangle strip containing 6 vertices, so the relationship between
+ * the primitive ID and the input vertex ID's should be:
+ *
+ * Primitive ID Vertex ID's Provoking vertex ID
+ * 0 0 1 2 0
+ * 1 1 3 2 1
+ * 2 2 3 4 2
+ * 3 3 5 4 3
+ *
+ * Since vertex_id uses interpolation qualifier "flat", it should
+ * always receive the value from the provoking vertex. Therefore,
+ * by the table above, it should always be the same as the
+ * expected value of gl_PrimitiveID.
+ */
+ int expected_primitive_id = vertex_id;
+ if (expected_primitive_id == gl_PrimitiveID)
+ gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
+ else
+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[vertex data]
+piglit_vertex/float/2
+-1.0 -1.0
+ 1.0 -1.0
+-1.0 0.0
+ 1.0 0.0
+-1.0 1.0
+ 1.0 1.0
+
+[test]
+clear color 0.0 0.0 0.0 0.0
+clear
+provoking vertex first
+draw arrays GL_TRIANGLE_STRIP 0 6
+probe all rgba 0.0 1.0 0.0 1.0
diff --git a/tests/spec/glsl-1.50/execution/primitive-id-no-gs-strip.shader_test b/tests/spec/glsl-1.50/execution/primitive-id-no-gs-strip.shader_test
new file mode 100644
index 0000000..50ba6b3
--- /dev/null
+++ b/tests/spec/glsl-1.50/execution/primitive-id-no-gs-strip.shader_test
@@ -0,0 +1,60 @@
+# Check proper functioning of the gl_PrimitiveID fragment shader
+# input, in the case where there is no geometry shader.
+
+[require]
+GLSL >= 1.50
+
+[vertex shader]
+#version 150
+
+in vec4 piglit_vertex;
+flat out int vertex_id;
+
+void main()
+{
+ gl_Position = piglit_vertex;
+ vertex_id = gl_VertexID;
+}
+
+[fragment shader]
+#version 150
+
+flat in int vertex_id;
+
+void main()
+{
+ /* We draw a triangle strip containing 6 vertices, so the relationship between
+ * the primitive ID and the input vertex ID's should be:
+ *
+ * Primitive ID Vertex ID's Provoking vertex ID
+ * 0 0 1 2 2
+ * 1 2 1 3 3
+ * 2 2 3 4 4
+ * 3 4 3 5 5
+ *
+ * Since vertex_id uses interpolation qualifier "flat", it should
+ * always receive the value from the provoking vertex. Therefore,
+ * by the table above, it should always be 2 greater than the
+ * expected value of gl_PrimitiveID.
+ */
+ int expected_primitive_id = vertex_id - 2;
+ if (expected_primitive_id == gl_PrimitiveID)
+ gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
+ else
+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[vertex data]
+piglit_vertex/float/2
+-1.0 -1.0
+ 1.0 -1.0
+-1.0 0.0
+ 1.0 0.0
+-1.0 1.0
+ 1.0 1.0
+
+[test]
+clear color 0.0 0.0 0.0 0.0
+clear
+draw arrays GL_TRIANGLE_STRIP 0 6
+probe all rgba 0.0 1.0 0.0 1.0
--
1.9.1
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