[Piglit] [PATCH 08/10] arb_tessellation_shader: add tests for partial output writes

Marek Olšák maraeo at gmail.com
Mon Jul 27 17:02:37 PDT 2015


From: Chris Forbes <chrisf at ijw.co.nz>

These cases are interesting for i965 because writemasks for URB writes
require careful code generation.

The partial write is buried in uniform branch to defeat any coalescing a
clever implementation might otherwise do.

v2: fixed by Marek

Signed-off-by: Chris Forbes <chrisf at ijw.co.nz>
Reviewed-by: Marek Olšák <marek.olsak at amd.com>
---
 .../execution/patch-partial-write.shader_test      | 64 ++++++++++++++++++++++
 .../execution/vertex-partial-write.shader_test     | 64 ++++++++++++++++++++++
 2 files changed, 128 insertions(+)
 create mode 100644 tests/spec/arb_tessellation_shader/execution/patch-partial-write.shader_test
 create mode 100644 tests/spec/arb_tessellation_shader/execution/vertex-partial-write.shader_test

diff --git a/tests/spec/arb_tessellation_shader/execution/patch-partial-write.shader_test b/tests/spec/arb_tessellation_shader/execution/patch-partial-write.shader_test
new file mode 100644
index 0000000..8b06018
--- /dev/null
+++ b/tests/spec/arb_tessellation_shader/execution/patch-partial-write.shader_test
@@ -0,0 +1,64 @@
+#
+# Test that partial writes of patch outputs work in the control shader
+#
+
+[require]
+GLSL >= 1.50
+GL_ARB_tessellation_shader
+
+[vertex shader passthrough]
+
+[tessellation control shader]
+#version 150
+#extension GL_ARB_tessellation_shader : require
+
+layout(vertices = 2) out;
+patch out vec4 c;
+uniform int x;
+
+void main()
+{
+	gl_TessLevelInner[0] = 1.0;
+	gl_TessLevelInner[1] = 1.0;
+
+	gl_TessLevelOuter[0] = 1.0;
+	gl_TessLevelOuter[1] = 1.0;
+	gl_TessLevelOuter[2] = 1.0;
+	gl_TessLevelOuter[3] = 1.0;
+
+	c = vec4(1.0);
+	if (x == 0) {	/* true, but the compiler cannot see it */
+		c.xz = vec2(0);
+	}
+}
+
+[tessellation evaluation shader]
+#version 150
+#extension GL_ARB_tessellation_shader : require
+
+layout(quads, equal_spacing) in;
+patch in vec4 c;
+out vec4 fs_c;
+
+void main()
+{
+	gl_Position = vec4(gl_TessCoord.xy * 2 - 1, 0, 1);
+	fs_c = c;
+}
+
+[fragment shader]
+#version 150
+
+in vec4 fs_c;
+
+void main()
+{
+	gl_FragColor = fs_c;
+}
+
+[test]
+clear color 0.1 0.1 0.1 0.1
+clear
+patch parameter vertices 1
+draw arrays GL_PATCHES 0 1
+probe all rgba 0.0 1.0 0.0 1.0
diff --git a/tests/spec/arb_tessellation_shader/execution/vertex-partial-write.shader_test b/tests/spec/arb_tessellation_shader/execution/vertex-partial-write.shader_test
new file mode 100644
index 0000000..079516c
--- /dev/null
+++ b/tests/spec/arb_tessellation_shader/execution/vertex-partial-write.shader_test
@@ -0,0 +1,64 @@
+#
+# Test that partial writes of per-vertex outputs work in the control shader
+#
+
+[require]
+GLSL >= 1.50
+GL_ARB_tessellation_shader
+
+[vertex shader passthrough]
+
+[tessellation control shader]
+#version 150
+#extension GL_ARB_tessellation_shader : require
+
+layout(vertices = 2) out;
+out vec4 c[];
+uniform int x;
+
+void main()
+{
+	gl_TessLevelInner[0] = 1.0;
+	gl_TessLevelInner[1] = 1.0;
+
+	gl_TessLevelOuter[0] = 1.0;
+	gl_TessLevelOuter[1] = 1.0;
+	gl_TessLevelOuter[2] = 1.0;
+	gl_TessLevelOuter[3] = 1.0;
+
+	c[gl_InvocationID] = vec4(1.0);
+	if (x == 0) {	/* true, but the compiler cannot see it */
+		c[gl_InvocationID].xz = vec2(0);
+	}
+}
+
+[tessellation evaluation shader]
+#version 150
+#extension GL_ARB_tessellation_shader : require
+
+layout(quads, equal_spacing) in;
+in vec4 c[];
+out vec4 fs_c;
+
+void main()
+{
+	gl_Position = vec4(gl_TessCoord.xy * 2 - 1, 0, 1);
+	fs_c = 0.5 * (c[0] + c[1]);
+}
+
+[fragment shader]
+#version 150
+
+in vec4 fs_c;
+
+void main()
+{
+	gl_FragColor = fs_c;
+}
+
+[test]
+clear color 0.1 0.1 0.1 0.1
+clear
+patch parameter vertices 1
+draw arrays GL_PATCHES 0 1
+probe all rgba 0.0 1.0 0.0 1.0
-- 
2.1.4



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