[Piglit] [PATCH] arb_uniform_buffer_object: Exercise coherent fragment shader UBO.
Roland Scheidegger
sroland at vmware.com
Wed Feb 18 06:43:59 PST 2015
Am 05.02.2015 um 15:37 schrieb Jose Fonseca:
> At least for software renderers (like llvmpipe and softpipe), the vertex
> and fragment shader stage are very different.
>
> Achieve this by moving the color uniform to the fragment shader stage.
> ---
> tests/spec/arb_uniform_buffer_object/bufferstorage.c | 7 ++++---
> 1 file changed, 4 insertions(+), 3 deletions(-)
>
> diff --git a/tests/spec/arb_uniform_buffer_object/bufferstorage.c b/tests/spec/arb_uniform_buffer_object/bufferstorage.c
> index 334fd4e..52e20e0 100644
> --- a/tests/spec/arb_uniform_buffer_object/bufferstorage.c
> +++ b/tests/spec/arb_uniform_buffer_object/bufferstorage.c
> @@ -43,7 +43,6 @@ static const char vert_shader_text[] =
> "\n"
> "layout(std140) uniform;\n"
> "uniform ub_pos_size { vec2 pos; float size; };\n"
> - "uniform ub_color { vec4 color; float color_scale; };\n"
> "uniform ub_rot {float rotation; };\n"
> "\n"
> "void main()\n"
> @@ -54,15 +53,17 @@ static const char vert_shader_text[] =
> " m[1][0] = -m[0][1]; \n"
> " gl_Position.xy = m * gl_Vertex.xy * vec2(size) + pos;\n"
> " gl_Position.zw = vec2(0, 1);\n"
> - " gl_FrontColor = color * color_scale;\n"
> "}\n";
>
> static const char frag_shader_text[] =
> "#extension GL_ARB_uniform_buffer_object : require\n"
> "\n"
> + "layout(std140) uniform;\n"
> + "uniform ub_color { vec4 color; float color_scale; };\n"
> + "\n"
> "void main()\n"
> "{\n"
> - " gl_FragColor = gl_Color;\n"
> + " gl_FragColor = color * color_scale;\n"
> "}\n";
>
> #define NUM_SQUARES 4
>
This looks good to me, the test comment says though it's the same as
rendering.c except for the persistent mapped ubos which is no longer
quite true.
Reviewed-by: Roland Scheidegger <sroland at vmware.com>
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