[Piglit] [PATCH 03/10] arb_tessellation_shader: add tests for correct set of invocations

Ilia Mirkin imirkin at alum.mit.edu
Mon Jul 27 17:17:01 PDT 2015


Reviewed-by: Ilia Mirkin <imirkin at alum.mit.edu>

On Mon, Jul 27, 2015 at 8:02 PM, Marek Olšák <maraeo at gmail.com> wrote:
> From: Chris Forbes <chrisf at ijw.co.nz>
>
> These are interesting basic cases for i965, even without per-vertex
> outputs.
>
> v2: fixed by Marek
>
> Signed-off-by: Chris Forbes <chrisf at ijw.co.nz>
> Reviewed-by: Marek Olšák <marek.olsak at amd.com>
> ---
>  .../execution/invocation-counting-even.shader_test | 60 ++++++++++++++++++++++
>  .../execution/invocation-counting-odd.shader_test  | 60 ++++++++++++++++++++++
>  2 files changed, 120 insertions(+)
>  create mode 100644 tests/spec/arb_tessellation_shader/execution/invocation-counting-even.shader_test
>  create mode 100644 tests/spec/arb_tessellation_shader/execution/invocation-counting-odd.shader_test
>
> diff --git a/tests/spec/arb_tessellation_shader/execution/invocation-counting-even.shader_test b/tests/spec/arb_tessellation_shader/execution/invocation-counting-even.shader_test
> new file mode 100644
> index 0000000..0052572
> --- /dev/null
> +++ b/tests/spec/arb_tessellation_shader/execution/invocation-counting-even.shader_test
> @@ -0,0 +1,60 @@
> +# Test that the correct set of invocations is dispatched
> +# for an even number of output vertices
> +
> +[require]
> +GLSL >= 1.50
> +GL_ARB_tessellation_shader
> +GL_ARB_shader_atomic_counters
> +
> +[vertex shader passthrough]
> +
> +[tessellation control shader]
> +#version 150
> +#extension GL_ARB_tessellation_shader : require
> +#extension GL_ARB_shader_atomic_counters : require
> +
> +layout(vertices = 4) out;
> +
> +layout(binding=0) uniform atomic_uint 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;
> +
> +       int i;
> +       for (i=0; i<=gl_InvocationID; i++)
> +               atomicCounterIncrement(x);
> +}
> +
> +[tessellation evaluation shader]
> +#version 150
> +#extension GL_ARB_tessellation_shader : require
> +
> +layout(quads, equal_spacing) in;
> +
> +void main()
> +{
> +       gl_Position = vec4(gl_TessCoord.xy * 2 - 1, 0, 1);
> +}
> +
> +[fragment shader]
> +#version 150
> +
> +void main()
> +{
> +       gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
> +}
> +
> +[test]
> +atomic counters 1
> +patch parameter vertices 1
> +draw arrays GL_PATCHES 0 1
> +
> +probe atomic counter 0 == 10
> +probe all rgba 0.0 1.0 0.0 1.0
> diff --git a/tests/spec/arb_tessellation_shader/execution/invocation-counting-odd.shader_test b/tests/spec/arb_tessellation_shader/execution/invocation-counting-odd.shader_test
> new file mode 100644
> index 0000000..446c8d7
> --- /dev/null
> +++ b/tests/spec/arb_tessellation_shader/execution/invocation-counting-odd.shader_test
> @@ -0,0 +1,60 @@
> +# Test that the correct set of invocations is dispatched
> +# for an odd number of output vertices
> +
> +[require]
> +GLSL >= 1.50
> +GL_ARB_tessellation_shader
> +GL_ARB_shader_atomic_counters
> +
> +[vertex shader passthrough]
> +
> +[tessellation control shader]
> +#version 150
> +#extension GL_ARB_tessellation_shader : require
> +#extension GL_ARB_shader_atomic_counters : require
> +
> +layout(vertices = 3) out;
> +
> +layout(binding=0) uniform atomic_uint 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;
> +
> +       int i;
> +       for (i=0; i<=gl_InvocationID; i++)
> +               atomicCounterIncrement(x);
> +}
> +
> +[tessellation evaluation shader]
> +#version 150
> +#extension GL_ARB_tessellation_shader : require
> +
> +layout(quads, equal_spacing) in;
> +
> +void main()
> +{
> +       gl_Position = vec4(gl_TessCoord.xy * 2 - 1, 0, 1);
> +}
> +
> +[fragment shader]
> +#version 150
> +
> +void main()
> +{
> +       gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
> +}
> +
> +[test]
> +atomic counters 1
> +patch parameter vertices 1
> +draw arrays GL_PATCHES 0 1
> +
> +probe atomic counter 0 == 6
> +probe all rgba 0.0 1.0 0.0 1.0
> --
> 2.1.4
>
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