[Piglit] [PATCH 2/2] Test that "continue" works in a switch statement within a do-while loop.
Matt Turner
mattst88 at gmail.com
Fri Jan 31 15:28:13 PST 2014
On Fri, Jan 31, 2014 at 1:12 PM, Paul Berry <stereotype441 at gmail.com> wrote:
> ---
> ...l-fs-continue-in-switch-in-do-while.shader_test | 94 +++++++++++++++++++++
> ...l-vs-continue-in-switch-in-do-while.shader_test | 95 ++++++++++++++++++++++
> 2 files changed, 189 insertions(+)
> create mode 100644 tests/shaders/glsl-fs-continue-in-switch-in-do-while.shader_test
> create mode 100644 tests/shaders/glsl-vs-continue-in-switch-in-do-while.shader_test
>
> diff --git a/tests/shaders/glsl-fs-continue-in-switch-in-do-while.shader_test b/tests/shaders/glsl-fs-continue-in-switch-in-do-while.shader_test
> new file mode 100644
> index 0000000..58dc50d
> --- /dev/null
> +++ b/tests/shaders/glsl-fs-continue-in-switch-in-do-while.shader_test
> @@ -0,0 +1,94 @@
> +# From the GLSL 4.40 spec, section 6.4 (Jumps):
> +#
> +# The continue jump is used only in loops. It skips the remainder
> +# of the body of the inner most loop of which it is inside. For
> +# while and do-while loops, this jump is to the next evaluation of
> +# the loop condition-expression from which the loop continues as
> +# previously defined.
> +#
> +# One way that do-while loops might be implemented is to convert them
> +# to infinite loops that terminate in a conditional break (this is
> +# what Mesa does). In such an implementation, an easy way to
> +# implement the proper behaviour of "continue" in a do-while loop is
> +# to replicate the conditional break at the site of the "continue".
> +# For example, this code:
> +#
> +# do {
> +# ...
> +# if (...) {
> +# ...
> +# continue;
> +# }
> +# ...
> +# } while (condition);
> +#
> +# would get translated to:
> +#
> +# loop {
> +# ...
> +# if (...) {
> +# ...
> +# if (!condition)
> +# break;
> +# continue;
> +# }
> +# ...
> +# if (!condition)
> +# break;
> +# }
> +#
> +# However, we must be careful in making this transformation if the
> +# "continue" occurs inside a switch statement, since "break" inside a
> +# switch statement normally exits the switch statement, not the
> +# surrounding loop.
> +#
> +# This test verifies that "continue" behaves properly when invoked
> +# inside a switch statement which is itself inside a do-while loop.
> +
> +[require]
> +GLSL >= 1.30
> +
> +[vertex shader]
> +#version 130
> +void main()
> +{
> + gl_Position = gl_Vertex;
> +}
> +
> +[fragment shader]
> +#version 130
> +void main()
> +{
> + int w = 0;
> + int x = 0;
> + int y = 0;
> + int z = 0;
> + do { // 1st iteration 2nd iteration
> + ++w; // w <- 1 w <- 2
> + switch (w) { // Jump to case 1 Jump to case 2
> + case 1:
> + ++x; // x <- 1
> + break; // Jump to ++z
> + case 2:
> + continue; // Jump to (w < 2)
> + case 3:
> + ++y; // (this case is never executed)
> + break;
> + }
> + ++z; // z <- 1 skipped
> + } while (w < 2); // true false
> +
> + // The loop should execute for two iterations, so w should be 2. X
> + // should be incremented on the first iteration only, so it should
> + // be 1. Y should never be incremented (since w never reaches 3),
> + // so it should be 0. The "continue" should skip ++z on the second
> + // iteration, so z should be 1.
> + if (w == 2 && x == 1 && y == 0 && z == 1)
> + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
> + else
> + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
> +}
> +
> +[test]
> +draw rect -1 -1 2 2
> +probe all rgba 0.0 1.0 0.0 1.0
> diff --git a/tests/shaders/glsl-vs-continue-in-switch-in-do-while.shader_test b/tests/shaders/glsl-vs-continue-in-switch-in-do-while.shader_test
> new file mode 100644
> index 0000000..88fcfb9
> --- /dev/null
> +++ b/tests/shaders/glsl-vs-continue-in-switch-in-do-while.shader_test
> @@ -0,0 +1,95 @@
> +# From the GLSL 4.40 spec, section 6.4 (Jumps):
> +#
> +# The continue jump is used only in loops. It skips the remainder
> +# of the body of the inner most loop of which it is inside. For
> +# while and do-while loops, this jump is to the next evaluation of
> +# the loop condition-expression from which the loop continues as
> +# previously defined.
> +#
> +# One way that do-while loops might be implemented is to convert them
> +# to infinite loops that terminate in a conditional break (this is
> +# what Mesa does). In such an implementation, an easy way to
> +# implement the proper behaviour of "continue" in a do-while loop is
> +# to replicate the conditional break at the site of the "continue".
> +# For example, this code:
> +#
> +# do {
> +# ...
> +# if (...) {
> +# ...
> +# continue;
> +# }
> +# ...
> +# } while (condition);
> +#
> +# would get translated to:
> +#
> +# loop {
> +# ...
> +# if (...) {
> +# ...
> +# if (!condition)
> +# break;
> +# continue;
> +# }
> +# ...
> +# if (!condition)
> +# break;
> +# }
> +#
> +# However, we must be careful in making this transformation if the
> +# "continue" occurs inside a switch statement, since "break" inside a
> +# switch statement normally exits the switch statement, not the
> +# surrounding loop.
> +#
> +# This test verifies that "continue" behaves properly when invoked
> +# inside a switch statement which is itself inside a do-while loop.
> +
> +[require]
> +GLSL >= 1.30
> +
> +[vertex shader]
> +#version 130
> +void main()
> +{
> + gl_Position = gl_Vertex;
> + int w = 0;
> + int x = 0;
> + int y = 0;
> + int z = 0;
> + do { // 1st iteration 2nd iteration
> + ++w; // w <- 1 w <- 2
> + switch (w) { // Jump to case 1 Jump to case 2
> + case 1:
> + ++x; // x <- 1
> + break; // Jump to ++z
> + case 2:
> + continue; // Jump to (w < 2)
> + case 3:
> + ++y; // (this case is never executed)
> + break;
> + }
> + ++z; // z <- 1 skipped
> + } while (w < 2); // true false
> +
> + // The loop should execute for two iterations, so w should be 2. X
> + // should be incremented on the first iteration only, so it should
> + // be 1. Y should never be incremented (since w never reaches 3),
> + // so it should be 0. The "continue" should skip ++z on the second
> + // iteration, so z should be 1.
> + if (w == 2 && x == 1 && y == 0 && z == 1)
> + gl_FrontColor = vec4(0.0, 1.0, 0.0, 1.0);
> + else
> + gl_FrontColor = vec4(1.0, 0.0, 0.0, 1.0);
> +}
> +
> +[fragment shader]
> +#version 130
> +void main()
> +{
> + gl_FragColor = gl_Color;
> +}
> +
> +[test]
> +draw rect -1 -1 2 2
> +probe all rgba 0.0 1.0 0.0 1.0
> --
> 1.8.5.3
>
Nice tests. I'm really happy to see that they fail without causing GPU
hangs on unpatched Mesa.
Both are
Reviewed-by: Matt Turner <mattst88 at gmail.com>
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