[Piglit] [PATCH] arb_fragment_layer_viewport: simple write tests
Ilia Mirkin
imirkin at alum.mit.edu
Mon Jun 23 06:52:20 PDT 2014
With no layered fb and unconfigured viewports, the values of
gl_Layer/gl_ViewportIndex shouldn't matter for rendering. Make sure that
they're being passed through correctly from GS to FS.
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
---
These apply on top of ChrisF's series.
.../layer-gs-write-simple.shader_test | 70 +++++++++++++++++++++
.../viewport-gs-write-simple.shader_test | 72 ++++++++++++++++++++++
2 files changed, 142 insertions(+)
create mode 100644 tests/spec/arb_fragment_layer_viewport/layer-gs-write-simple.shader_test
create mode 100644 tests/spec/arb_fragment_layer_viewport/viewport-gs-write-simple.shader_test
diff --git a/tests/spec/arb_fragment_layer_viewport/layer-gs-write-simple.shader_test b/tests/spec/arb_fragment_layer_viewport/layer-gs-write-simple.shader_test
new file mode 100644
index 0000000..1d27dde
--- /dev/null
+++ b/tests/spec/arb_fragment_layer_viewport/layer-gs-write-simple.shader_test
@@ -0,0 +1,70 @@
+[require]
+GLSL >= 1.50
+GL_ARB_fragment_layer_viewport
+
+[vertex shader]
+#version 150
+in vec4 piglit_vertex;
+
+void main()
+{
+ gl_Position = piglit_vertex;
+}
+
+[geometry shader]
+#version 150
+
+layout(triangles) in;
+layout(triangle_strip, max_vertices=3) out;
+uniform int layer;
+
+void main()
+{
+ for (int i = 0; i < 3; i++) {
+ gl_Position = gl_in[i].gl_Position;
+ gl_Layer = layer;
+ EmitVertex();
+ }
+}
+
+[fragment shader]
+#version 150
+#extension GL_ARB_fragment_layer_viewport: require
+
+uniform int layer;
+
+void main()
+{
+ if (gl_Layer == layer)
+ gl_FragColor = vec4(0,1,0,0);
+ else
+ gl_FragColor = vec4(1,0,0,0);
+}
+
+[test]
+clear color 0.0 0.0 0.0 0.0
+
+clear
+uniform int layer 0
+draw rect -1 -1 2 2
+probe all rgb 0.0 1.0 0.0
+
+clear
+uniform int layer 1
+draw rect -1 -1 2 2
+probe all rgb 0.0 1.0 0.0
+
+clear
+uniform int layer 10
+draw rect -1 -1 2 2
+probe all rgb 0.0 1.0 0.0
+
+clear
+uniform int layer 100
+draw rect -1 -1 2 2
+probe all rgb 0.0 1.0 0.0
+
+clear
+uniform int layer -1
+draw rect -1 -1 2 2
+probe all rgb 0.0 1.0 0.0
diff --git a/tests/spec/arb_fragment_layer_viewport/viewport-gs-write-simple.shader_test b/tests/spec/arb_fragment_layer_viewport/viewport-gs-write-simple.shader_test
new file mode 100644
index 0000000..06abd96
--- /dev/null
+++ b/tests/spec/arb_fragment_layer_viewport/viewport-gs-write-simple.shader_test
@@ -0,0 +1,72 @@
+[require]
+GLSL >= 1.50
+GL_ARB_fragment_layer_viewport
+GL_ARB_viewport_array
+
+[vertex shader]
+#version 150
+in vec4 piglit_vertex;
+
+void main()
+{
+ gl_Position = piglit_vertex;
+}
+
+[geometry shader]
+#version 150
+#extension GL_ARB_viewport_array: enable
+
+layout(triangles) in;
+layout(triangle_strip, max_vertices=3) out;
+uniform int viewport;
+
+void main()
+{
+ for (int i = 0; i < 3; i++) {
+ gl_Position = gl_in[i].gl_Position;
+ gl_ViewportIndex = viewport;
+ EmitVertex();
+ }
+}
+
+[fragment shader]
+#version 150
+#extension GL_ARB_fragment_layer_viewport: require
+
+uniform int viewport;
+
+void main()
+{
+ if (gl_ViewportIndex == viewport)
+ gl_FragColor = vec4(0,1,0,0);
+ else
+ gl_FragColor = vec4(1,0,0,0);
+}
+
+[test]
+clear color 0.0 0.0 0.0 0.0
+
+clear
+uniform int viewport 0
+draw rect -1 -1 2 2
+probe all rgb 0.0 1.0 0.0
+
+clear
+uniform int viewport 1
+draw rect -1 -1 2 2
+probe all rgb 0.0 1.0 0.0
+
+clear
+uniform int viewport 10
+draw rect -1 -1 2 2
+probe all rgb 0.0 1.0 0.0
+
+clear
+uniform int viewport 100
+draw rect -1 -1 2 2
+probe all rgb 0.0 1.0 0.0
+
+clear
+uniform int viewport -1
+draw rect -1 -1 2 2
+probe all rgb 0.0 1.0 0.0
--
1.8.5.5
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