[Piglit] [PATCH 04/10] arb_tessellation_shader: Add yet another fairly minimal case

Ilia Mirkin imirkin at alum.mit.edu
Mon Jul 27 17:18:04 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>
>
> This variant has a pair of (attributeless) output control points,
> which is the very simplest case for i965's SIMD4x2 dispatch of the
> control shader. This test passing but patch-single-vert failing
> indicates a problem with the 'last unpaired invocation' logic.
>
> 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-pair-verts.shader_test         | 50 ++++++++++++++++++++++
>  1 file changed, 50 insertions(+)
>  create mode 100644 tests/spec/arb_tessellation_shader/execution/patch-pair-verts.shader_test
>
> diff --git a/tests/spec/arb_tessellation_shader/execution/patch-pair-verts.shader_test b/tests/spec/arb_tessellation_shader/execution/patch-pair-verts.shader_test
> new file mode 100644
> index 0000000..54d4fa9
> --- /dev/null
> +++ b/tests/spec/arb_tessellation_shader/execution/patch-pair-verts.shader_test
> @@ -0,0 +1,50 @@
> +# Test a very simple set of tess shaders which
> +# do not require per-vertex data. We have a pair
> +# of invocations, which is the easiest case for i965.
> +
> +[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;
> +
> +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;
> +}
> +
> +[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]
> +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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