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

Ilia Mirkin imirkin at alum.mit.edu
Mon Jul 27 17:32:29 PDT 2015


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 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;

Perhaps you need = 0 here? You don't seem to initialize the uniform
otherwise. Is it defined to be set to 0?

> +
> +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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