[Piglit] [PATCH] Test that scalar ops in different BBs aren't combined.

Anuj Phogat anuj.phogat at gmail.com
Mon Jan 27 15:43:55 PST 2014


On Mon, Jan 27, 2014 at 11:10 AM, Matt Turner <mattst88 at gmail.com> wrote:
> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=74113
> ---
>  ...l-vs-vectorize-between-basic-blocks.shader_test | 41 ++++++++++++++++++++++
>  1 file changed, 41 insertions(+)
>  create mode 100644 tests/shaders/glsl-vs-vectorize-between-basic-blocks.shader_test
>
> diff --git a/tests/shaders/glsl-vs-vectorize-between-basic-blocks.shader_test b/tests/shaders/glsl-vs-vectorize-between-basic-blocks.shader_test
> new file mode 100644
> index 0000000..10f0502
> --- /dev/null
> +++ b/tests/shaders/glsl-vs-vectorize-between-basic-blocks.shader_test
> @@ -0,0 +1,41 @@
> +# Tests that scalar operations in different basic blocks
> +# are not combined incorrectly into a vector operation.
> +#
> +# Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=74113
> +
> +[require]
> +GLSL >= 1.10
> +
> +[vertex shader]
> +uniform float x, y;
> +uniform vec2 v;
> +
> +attribute vec4 piglit_vertex;
> +varying vec2 color;
> +
> +void main()
> +{
> +    color = vec2(0.0);
> +
> +    if (x == y)
> +        color.x += v.x;
> +    else
> +        color.y += v.y;
> +
> +    gl_Position = piglit_vertex;
> +}
> +
> +[fragment shader]
> +varying vec2 color;
> +
> +void main()
> +{
> +  gl_FragColor = vec4(color, 0.0, 1.0);
> +}
> +
> +[test]
> +uniform float x 3.0
> +uniform float y 3.0
> +uniform vec2 v 0.25 0.25
> +draw rect -1 -1 2 2
> +probe all rgba 0.25 0 0 1
> --
> 1.8.3.2
>
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Reviewed-by: Anuj Phogat <anuj.phogat at gmail.com>


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