[Piglit] [PATCH] arb_tessellation_shader/arb_gpu_shader_fp64: pass a dvec3
Glenn Kennard
glenn.kennard at gmail.com
Mon Dec 7 16:15:37 PST 2015
On Tue, 08 Dec 2015 01:07:34 +0100, Dave Airlie <airlied at gmail.com> wrote:
> From: Dave Airlie <airlied at redhat.com>
>
> This passes a dvec3 through vs->tcs->tes->fs.
>
> This hits a bug in the glsl->tgsi code.
> ---
> .../execution/dvec3-vs-tcs-tes.shader_test | 79 ++++++++++++++++++++++
> 1 file changed, 79 insertions(+)
> create mode 100644 tests/spec/arb_tessellation_shader/execution/dvec3-vs-tcs-tes.shader_test
>
> diff --git a/tests/spec/arb_tessellation_shader/execution/dvec3-vs-tcs-tes.shader_test b/tests/spec/arb_tessellation_shader/execution/dvec3-vs-tcs-tes.shader_test
> new file mode 100644
> index 0000000..98110c9
> --- /dev/null
> +++ b/tests/spec/arb_tessellation_shader/execution/dvec3-vs-tcs-tes.shader_test
> @@ -0,0 +1,79 @@
> +# simple dvec3 through vs->tcs->tes->fs.
> +[require]
> +GLSL >= 1.50
> +GL_ARB_tessellation_shader
> +GL_ARB_gpu_shader_fp64
> +
> +[vertex shader]
> +#extension GL_ARB_gpu_shader_fp64: require
> +in vec4 vertex;
> +
> +out dvec3 vs_var0;
> +
> +void main()
> +{
> + gl_Position = vertex;
> + vs_var0 = dvec3(1.0LF, 2.0LF, 3.0LF);
> +}
> +
> +
> +[tessellation control shader]
> +#extension GL_ARB_tessellation_shader: require
> +#extension GL_ARB_gpu_shader_fp64: require
> +layout(vertices = 3) out;
> +
> +in dvec3 vs_var0[];
> +out dvec3 tcs_var0[];
> +
> +void main() {
> + gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
> + gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 0.0);
> + gl_TessLevelInner = float[2](0.0, 0.0);
> + tcs_var0[gl_InvocationID] = vs_var0[gl_InvocationID] + dvec3(2.0LF, 3.0LF, 4.0LF);
> +}
> +
> +
> +[tessellation evaluation shader]
> +#extension GL_ARB_tessellation_shader: require
> +#extension GL_ARB_gpu_shader_fp64: require
> +layout(triangles) in;
> +
> +in dvec3 tcs_var0[];
> +flat out dvec3 tes_var0;
> +
> +void main() {
> + gl_Position = gl_in[0].gl_Position * gl_TessCoord[0]
> + + gl_in[1].gl_Position * gl_TessCoord[1]
> + + gl_in[2].gl_Position * gl_TessCoord[2];
> +
> + tes_var0 = tcs_var0[0] + dvec3(3.0LF, 4.0LF, 5.0LF);
> +}
> +
> +
> +[fragment shader]
> +#extension GL_ARB_gpu_shader_fp64: require
> +flat in dvec3 tes_var0;
> +
> +void main()
> +{
> + if (tes_var0 == dvec3(6.0LF, 9.0LF, 12.0LF))
> + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
> + else
> + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
> +}
> +
> +[vertex data]
> +vertex/float/2
> +-1.0 -1.0
> + 1.0 -1.0
> +-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 3
> +draw arrays GL_PATCHES 0 6
> +probe all rgba 0.0 1.0 0.0 1.0
Reviewed-by: Glenn Kennard <glenn.kennard at gmail.com>
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