[Piglit] [PATCH 3/3] arb_tessellation_shader/quads: new more complex test
Marek Olšák
maraeo at gmail.com
Thu Oct 16 01:41:26 PDT 2014
From: Marek Olšák <marek.olsak at amd.com>
---
.../execution/quads.shader_test | 125 +++++++++++++++++++++
1 file changed, 125 insertions(+)
create mode 100644 tests/spec/arb_tessellation_shader/execution/quads.shader_test
diff --git a/tests/spec/arb_tessellation_shader/execution/quads.shader_test b/tests/spec/arb_tessellation_shader/execution/quads.shader_test
new file mode 100644
index 0000000..d2ba783
--- /dev/null
+++ b/tests/spec/arb_tessellation_shader/execution/quads.shader_test
@@ -0,0 +1,125 @@
+# What it covers:
+# * tessellation of quads
+# * different number of input (pre-TCS) and output (post-TCS) control points
+# * all inputs are read in each shader
+# * gl_PatchVerticesIn in TCS and TES
+#
+# How it works:
+# * There is a patch with 4 control points on the input (quad).
+# * The TCS subdivides the patch into 9 control points (4 tiles in a 2x2 pattern).
+# * A color is assigned to each tile, which is held in the upper-left corner
+# of the tile.
+# * The 2x2 pattern is still a single quad from the tessellator point of view.
+# * The tessellator should create 21*21 quads (21*21*2 triangles).
+# * The quad should be tessellated such that you can clearly see 4 tiles that
+# have different colors. The triangles in the middle should smoothly blend
+# colors from both tiles (caused by interpolation of varyings).
+#
+
+[require]
+GLSL >= 1.50
+GL_ARB_tessellation_shader
+
+[vertex shader]
+#version 150
+in vec4 vertex;
+
+void main()
+{
+ gl_Position = vec4(vertex.xy, 0, 1);
+}
+
+[tessellation control shader]
+#version 150
+#extension GL_ARB_tessellation_shader : require
+
+layout(vertices = 9) out;
+
+out vec4 color[];
+out vec4 pos[];
+
+void main()
+{
+ float t = 21;
+ gl_TessLevelInner[0] = t;
+ gl_TessLevelInner[1] = t;
+
+ gl_TessLevelOuter[0] = t;
+ gl_TessLevelOuter[1] = t;
+ gl_TessLevelOuter[2] = t;
+ gl_TessLevelOuter[3] = t;
+
+ float x = float(gl_InvocationID % 3) / 2;
+ float y = float(gl_InvocationID / 3) / 2;
+
+ vec4 x1 = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, x);
+ vec4 x2 = mix(gl_in[2].gl_Position, gl_in[3].gl_Position, x);
+
+ pos[gl_InvocationID] = mix(x1, x2, y);
+ color[gl_InvocationID] = gl_PatchVerticesIn == 4 ? vec4(x, y, 0, 1) : vec4(0);
+}
+
+[tessellation evaluation shader]
+#version 150
+#extension GL_ARB_tessellation_shader : require
+
+layout(quads, equal_spacing) in;
+
+in vec4 pos[];
+in vec4 color[];
+out vec4 fs_color;
+
+void main()
+{
+ float x = gl_TessCoord.x;
+ float y = gl_TessCoord.y;
+ vec4 vx[3], cx[3], v, c;
+
+ for (int i = 0; i < 3; i++) {
+ if (x <= 0.5) {
+ vx[i] = mix(pos[i*3], pos[i*3+1], x*2);
+ cx[i] = color[i*3];
+ } else {
+ vx[i] = mix(pos[i*3+1], pos[i*3+2], (x-0.5)*2);
+ cx[i] = color[i*3+1];
+ }
+ }
+
+ if (y <= 0.5) {
+ v = mix(vx[0], vx[1], y*2);
+ c = cx[0];
+ } else {
+ v = mix(vx[1], vx[2], (y-0.5)*2);
+ c = cx[1];
+ }
+
+ gl_Position = v;
+ fs_color = gl_PatchVerticesIn == 9 ? c : vec4(0);
+}
+
+[fragment shader]
+#version 150
+
+in vec4 fs_color;
+
+void main()
+{
+ gl_FragColor = fs_color;
+}
+
+[vertex data]
+vertex/float/2
+-1.0 -1.0
+ 1.0 -1.0
+-1.0 1.0
+ 1.0 1.0
+
+[test]
+clear color 0.1 0.1 0.1 0.1
+clear
+patch parameter vertices 4
+draw arrays GL_PATCHES 0 4
+relative probe rect rgb (0.0 , 0.0 , 0.476, 0.476) (0.0, 0.0, 0.0)
+relative probe rect rgb (0.524, 0.0 , 0.476, 0.476) (0.5, 0.0, 0.0)
+relative probe rect rgb (0.0 , 0.524, 0.476, 0.476) (0.0, 0.5, 0.0)
+relative probe rect rgb (0.524, 0.524, 0.476, 0.476) (0.5, 0.5, 0.0)
--
1.9.1
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