[Piglit] [PATCH] glsl-1.50/execution: add primitive id tests with tri strip primitives

Jose Fonseca jfonseca at vmware.com
Wed Dec 10 07:05:40 PST 2014


LGTM.

Jose
________________________________________
From: Roland Scheidegger <rscheidegger_lists at hispeed.ch>
Sent: 09 December 2014 20:49
To: Roland Scheidegger; Jose Fonseca; piglit at lists.freedesktop.org
Subject: Re: [PATCH] glsl-1.50/execution: add primitive id tests with tri strip primitives

ping?

Am 06.12.2014 um 05:20 schrieb sroland at vmware.com:
> 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
>



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