[Piglit] [PATCH] add test for kepler texture waw hazard
Ilia Mirkin
imirkin at alum.mit.edu
Tue Dec 8 09:57:26 PST 2015
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
---
tests/bugs/texture-waw-hazard.shader_test | 36 +++++++++++++++++++++++++++++++
1 file changed, 36 insertions(+)
create mode 100644 tests/bugs/texture-waw-hazard.shader_test
diff --git a/tests/bugs/texture-waw-hazard.shader_test b/tests/bugs/texture-waw-hazard.shader_test
new file mode 100644
index 0000000..7af0d87
--- /dev/null
+++ b/tests/bugs/texture-waw-hazard.shader_test
@@ -0,0 +1,36 @@
+# This test triggers a WaW situation on Kepler+, where the color
+# output is stored in registers $r0..$r3, and if the texture results
+# are also stored there, we might forget a barrier before overwriting
+# those registers with the green color value.
+[require]
+GLSL >= 1.20
+
+[vertex shader passthrough]
+
+[fragment shader]
+#version 120
+uniform sampler2D tex;
+uniform bool false_val = false;
+
+void main()
+{
+ vec4 tex = texture2D(tex, vec2(0));
+ if (false_val) {
+ // Make sure that the texbar ends up in the false
+ // branch. A plain copy might get optimized into
+ // something that happens to work out.
+ gl_FragColor = 0.5 * tex;
+ } else {
+ gl_FragColor = vec4(0, 1, 0, 1);
+ }
+}
+
+[test]
+texture rgbw 0 ( 8 , 8 )
+
+clear color 0.1 0.1 0.1 0.1
+clear
+
+uniform int tex 0
+draw rect -1 -1 2 2
+probe all rgba 0 1 0 1
--
2.4.10
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