[Piglit] [PATCH] arb_gpu_shader_fp64: uniform initializer tests for double
Tapani Pälli
tapani.palli at intel.com
Tue Sep 2 04:57:19 PDT 2014
Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
---
.../glsl-uniform-initializer-1.shader_test | 23 +++++++++++++++++
.../glsl-uniform-initializer-2.shader_test | 25 +++++++++++++++++++
.../glsl-uniform-initializer-3.shader_test | 29 ++++++++++++++++++++++
.../glsl-uniform-initializer-4.shader_test | 25 +++++++++++++++++++
4 files changed, 102 insertions(+)
create mode 100644 tests/spec/arb_gpu_shader_fp64/execution/glsl-uniform-initializer-1.shader_test
create mode 100644 tests/spec/arb_gpu_shader_fp64/execution/glsl-uniform-initializer-2.shader_test
create mode 100644 tests/spec/arb_gpu_shader_fp64/execution/glsl-uniform-initializer-3.shader_test
create mode 100644 tests/spec/arb_gpu_shader_fp64/execution/glsl-uniform-initializer-4.shader_test
diff --git a/tests/spec/arb_gpu_shader_fp64/execution/glsl-uniform-initializer-1.shader_test b/tests/spec/arb_gpu_shader_fp64/execution/glsl-uniform-initializer-1.shader_test
new file mode 100644
index 0000000..e685d1e
--- /dev/null
+++ b/tests/spec/arb_gpu_shader_fp64/execution/glsl-uniform-initializer-1.shader_test
@@ -0,0 +1,23 @@
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader_fp64
+
+[vertex shader passthrough]
+
+[fragment shader]
+#version 150
+#extension GL_ARB_gpu_shader_fp64 : require
+
+uniform dvec4 color = dvec4(0.0lf, 1.0lf, 0.0lf, 0.0lf);
+void main()
+{
+ gl_FragColor = vec4(color);
+}
+
+[test]
+draw rect -1 -1 1 2
+uniform dvec4 color 0.0 0.0 1.0 0.0
+draw rect 0 -1 1 2
+uniform dvec4 color 0.0 1.0 0.0 0.0
+relative probe rgb (0.25, 0.5) (0.0, 1.0, 0.0)
+relative probe rgb (0.75, 0.5) (0.0, 0.0, 1.0)
diff --git a/tests/spec/arb_gpu_shader_fp64/execution/glsl-uniform-initializer-2.shader_test b/tests/spec/arb_gpu_shader_fp64/execution/glsl-uniform-initializer-2.shader_test
new file mode 100644
index 0000000..f4396bb
--- /dev/null
+++ b/tests/spec/arb_gpu_shader_fp64/execution/glsl-uniform-initializer-2.shader_test
@@ -0,0 +1,25 @@
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader_fp64
+
+[vertex shader passthrough]
+
+[fragment shader]
+#version 150
+#extension GL_ARB_gpu_shader_fp64 : require
+
+uniform dvec2[2] color = dvec2[2](dvec2(0.0lf, 1.0lf), dvec2(0.0lf, 0.0lf));
+void main()
+{
+ gl_FragColor = vec4(color[0], color[1]);
+}
+
+[test]
+draw rect -1 -1 1 2
+uniform dvec2 color[0] 0.0 0.0
+uniform dvec2 color[1] 1.0 0.0
+draw rect 0 -1 1 2
+uniform dvec2 color[0] 0.0 1.0
+uniform dvec2 color[1] 0.0 0.0
+relative probe rgb (0.25, 0.5) (0.0, 1.0, 0.0)
+relative probe rgb (0.75, 0.5) (0.0, 0.0, 1.0)
diff --git a/tests/spec/arb_gpu_shader_fp64/execution/glsl-uniform-initializer-3.shader_test b/tests/spec/arb_gpu_shader_fp64/execution/glsl-uniform-initializer-3.shader_test
new file mode 100644
index 0000000..706534f
--- /dev/null
+++ b/tests/spec/arb_gpu_shader_fp64/execution/glsl-uniform-initializer-3.shader_test
@@ -0,0 +1,29 @@
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader_fp64
+
+[vertex shader passthrough]
+
+[fragment shader]
+#version 150
+#extension GL_ARB_gpu_shader_fp64 : require
+struct S {
+ double d;
+ dvec4 v;
+};
+
+uniform S color = S(2.0lf, dvec4(0.0lf, 0.5lf, 0.0lf, 0.0lf));
+void main()
+{
+ gl_FragColor = vec4(color.d * color.v);
+}
+
+[test]
+draw rect -1 -1 1 2
+uniform double color.d 3.0
+uniform dvec4 color.v 0.0 0.0 0.34 0.0
+draw rect 0 -1 1 2
+uniform double color.d 2.0
+uniform dvec4 color.v 0.0 0.5 0.0
+relative probe rgb (0.25, 0.5) (0.0, 1.0, 0.0)
+relative probe rgb (0.75, 0.5) (0.0, 0.0, 1.0)
diff --git a/tests/spec/arb_gpu_shader_fp64/execution/glsl-uniform-initializer-4.shader_test b/tests/spec/arb_gpu_shader_fp64/execution/glsl-uniform-initializer-4.shader_test
new file mode 100644
index 0000000..83c3be1
--- /dev/null
+++ b/tests/spec/arb_gpu_shader_fp64/execution/glsl-uniform-initializer-4.shader_test
@@ -0,0 +1,25 @@
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader_fp64
+
+[vertex shader passthrough]
+
+[fragment shader]
+#version 150
+#extension GL_ARB_gpu_shader_fp64 : require
+
+uniform dmat4x3 m = dmat4x3(0.0lf, 1.0lf, 0.0lf,
+ 1.0lf, 0.0lf, 0.0lf,
+ 0.0lf, 0.0lf, 1.0lf,
+ 0.0lf, 0.0lf, 0.0lf);
+uniform dvec4 color;
+
+void main()
+{
+ gl_FragColor = vec4(m * color, 0.0);
+}
+
+[test]
+uniform dvec4 color 1.0 0.0 0.5
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.5 0.0
--
1.9.3
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