[Piglit] [PATCH] glsl-es-3.10: dont run gles tests where restrictions apply

Timothy Arceri t_arceri at yahoo.com.au
Wed Jun 17 15:53:16 PDT 2015


In GLES vertex shader outputs cant be arrays of structs or structs that
contain arrays or structs.

The GLSL ES 3.0 spec says:

"Vertex output variables output per-vertex data and are declared
using the out storage qualifier or the centroid out storage qualifier.
They can only be float, floating-point vectors, matrices, signed or
unsigned integers or integer vectors, or arrays or structures of any
these."

The GLSL ES 3.1 is a bit clearer about this:

It is a compile-time error to declare a vertex shader output with,
 or that contains, any of the following types:

* A boolean type
* An opaque type
* An array of arrays
* An array of structures
* A structure containing an array
* A structure containing a structure

CC: Mark Janes <mark.a.janes at intel.com>
---
 tests/all.py                                       |  13 +-
 .../execution/varying-struct-arrays.shader_test    | 237 ---------------------
 2 files changed, 9 insertions(+), 241 deletions(-)
 delete mode 100644 tests/spec/glsl-es-3.00/execution/varying-struct-arrays.shader_test

diff --git a/tests/all.py b/tests/all.py
index 2839059..47fe503 100755
--- a/tests/all.py
+++ b/tests/all.py
@@ -3287,10 +3287,15 @@ with profile.group_manager(
 
     for api_suffix, possible_options in [('', [[], ['interface']]),
                                          ('_gles3', [[]])]:
-        for subtest in ['basic-struct', 'struct-whole-array',
-                        'struct-array-elem', 'array-struct',
-                        'array-struct-whole-array', 'array-struct-array-elem',
-                        'struct-struct', 'array-struct-array-struct']:
+        if api_suffix == '_gles3':
+            subtest_list = ['basic-struct']
+        else:
+            subtest_list = ['basic-struct', 'struct-whole-array',
+                            'struct-array-elem', 'array-struct',
+                            'array-struct-whole-array',
+                            'array-struct-array-elem', 'struct-struct',
+                            'array-struct-array-struct']
+        for subtest in subtest_list:
             for mode in ['error', 'get', 'run', 'run-no-fs']:
                 for options in possible_options:
                     g(['ext_transform_feedback-structs{0}'.format(api_suffix),
diff --git a/tests/spec/glsl-es-3.00/execution/varying-struct-arrays.shader_test b/tests/spec/glsl-es-3.00/execution/varying-struct-arrays.shader_test
deleted file mode 100644
index 88b7a8d..0000000
--- a/tests/spec/glsl-es-3.00/execution/varying-struct-arrays.shader_test
+++ /dev/null
@@ -1,237 +0,0 @@
-# Test that varying structs work properly in conjunction with arrays.
-#
-# From the GLSL ES 3.00 specification, section 4.3.4 ("Input Variables"):
-#
-#     Fragment inputs can only be signed and unsigned integers and
-#     integer vectors, float, floating-point vectors, matrices, or
-#     arrays or structures of these.
-#
-# And from section 4.3.6 ("Output Variables"):
-#
-#     Vertex output variables ... can only be float, floating-point
-#     vectors, matrices, signed or unsigned integers or integer
-#     vectors, or arrays or structures of any these.
-#
-# This test verifies the proper functioning of varyings whose types
-# are a struct containing an array, an array of structs, and various
-# complex combinations of arrays and structs.
-#
-# Note: chapter 11 of the GLSL ES 3.00 spec ("Counting of Inputs and
-# Outputs") specifies a packing algorithm which constitutes a minimum
-# requirement for when a set of varyings must be supported by a
-# conformant implementation.  Although that chapter has not yet been
-# updated to reflect varying structs, Khronos's internal bugzilla
-# indicates that structs should be flattened before applying the
-# packing algorithm
-# (https://cvs.khronos.org/bugzilla/show_bug.cgi?id=9828).  The
-# varyings in this test flatten as follows:
-#
-# float     s1.f;             // A
-# float[3]  s1.af[];          // B
-# float[3]  as1[].f;          // C
-# float[9]  as1[].af[];       // D
-# float     s2.s1.f;          // E
-# float[3]  s2.s1.af[];       // F
-# float[2]  s2.as1[].f;       // G
-# float[6]  s2.as1[].af[];    // H
-# float[2]  as2[].s1.f;       // I
-# float[6]  as2[].s1.af[];    // J
-# float[4]  as2[].as1[].f;    // K
-# float[12] as2[].as1[].af[]; // L
-#
-# And the flattened varyings would in turn be packed like so:
-#    x y z w
-#  0 L D J G
-#  1 L D J G
-#  2 L D J I
-#  3 L D J I
-#  4 L D J
-#  5 L D J
-#  6 L D B
-#  7 L D B
-#  8 L D B
-#  9 L H C
-# 10 L H C
-# 11 L H C
-# 12 K H F
-# 13 K H F
-# 14 K H F
-# 15 K A E
-
-[require]
-GL ES >= 3.0
-GLSL ES >= 3.00
-
-[vertex shader]
-#version 300 es
-
-uniform float ref;
-
-in vec4 vertex;
-struct S1
-{
-	float f;
-	float af[3];
-};
-struct S2
-{
-	S1 s1;
-	S1 as1[2];
-};
-out S1 s1;
-out S1 as1[3];
-out S2 s2;
-out S2 as2[2];
-
-void main()
-{
-	gl_Position = vertex;
-	float f = ref;
-	s1.f = f++;
-	s1.af[0] = f++;
-	s1.af[1] = f++;
-	s1.af[2] = f++;
-	as1[0].f = f++;
-	as1[0].af[0] = f++;
-	as1[0].af[1] = f++;
-	as1[0].af[2] = f++;
-	as1[1].f = f++;
-	as1[1].af[0] = f++;
-	as1[1].af[1] = f++;
-	as1[1].af[2] = f++;
-	as1[2].f = f++;
-	as1[2].af[0] = f++;
-	as1[2].af[1] = f++;
-	as1[2].af[2] = f++;
-	s2.s1.f = f++;
-	s2.s1.af[0] = f++;
-	s2.s1.af[1] = f++;
-	s2.s1.af[2] = f++;
-	s2.as1[0].f = f++;
-	s2.as1[0].af[0] = f++;
-	s2.as1[0].af[1] = f++;
-	s2.as1[0].af[2] = f++;
-	s2.as1[1].f = f++;
-	s2.as1[1].af[0] = f++;
-	s2.as1[1].af[1] = f++;
-	s2.as1[1].af[2] = f++;
-	as2[0].s1.f = f++;
-	as2[0].s1.af[0] = f++;
-	as2[0].s1.af[1] = f++;
-	as2[0].s1.af[2] = f++;
-	as2[0].as1[0].f = f++;
-	as2[0].as1[0].af[0] = f++;
-	as2[0].as1[0].af[1] = f++;
-	as2[0].as1[0].af[2] = f++;
-	as2[0].as1[1].f = f++;
-	as2[0].as1[1].af[0] = f++;
-	as2[0].as1[1].af[1] = f++;
-	as2[0].as1[1].af[2] = f++;
-	as2[1].s1.f = f++;
-	as2[1].s1.af[0] = f++;
-	as2[1].s1.af[1] = f++;
-	as2[1].s1.af[2] = f++;
-	as2[1].as1[0].f = f++;
-	as2[1].as1[0].af[0] = f++;
-	as2[1].as1[0].af[1] = f++;
-	as2[1].as1[0].af[2] = f++;
-	as2[1].as1[1].f = f++;
-	as2[1].as1[1].af[0] = f++;
-	as2[1].as1[1].af[1] = f++;
-	as2[1].as1[1].af[2] = f++;
-}
-
-[fragment shader]
-#version 300 es
-precision highp float;
-
-uniform float ref;
-
-struct S1
-{
-	float f;
-	float af[3];
-};
-struct S2
-{
-	S1 s1;
-	S1 as1[2];
-};
-in S1 s1;
-in S1 as1[3];
-in S2 s2;
-in S2 as2[2];
-out vec4 color;
-
-#define CHECK(value, expected) \
-	if (distance(value, expected) > 0.00001) \
-		failed = true
-
-void main()
-{
-	bool failed = false;
-	float f = ref;
-
-	CHECK(s1.f, f++);
-	CHECK(s1.af[0], f++);
-	CHECK(s1.af[1], f++);
-	CHECK(s1.af[2], f++);
-	CHECK(as1[0].f, f++);
-	CHECK(as1[0].af[0], f++);
-	CHECK(as1[0].af[1], f++);
-	CHECK(as1[0].af[2], f++);
-	CHECK(as1[1].f, f++);
-	CHECK(as1[1].af[0], f++);
-	CHECK(as1[1].af[1], f++);
-	CHECK(as1[1].af[2], f++);
-	CHECK(as1[2].f, f++);
-	CHECK(as1[2].af[0], f++);
-	CHECK(as1[2].af[1], f++);
-	CHECK(as1[2].af[2], f++);
-	CHECK(s2.s1.f, f++);
-	CHECK(s2.s1.af[0], f++);
-	CHECK(s2.s1.af[1], f++);
-	CHECK(s2.s1.af[2], f++);
-	CHECK(s2.as1[0].f, f++);
-	CHECK(s2.as1[0].af[0], f++);
-	CHECK(s2.as1[0].af[1], f++);
-	CHECK(s2.as1[0].af[2], f++);
-	CHECK(s2.as1[1].f, f++);
-	CHECK(s2.as1[1].af[0], f++);
-	CHECK(s2.as1[1].af[1], f++);
-	CHECK(s2.as1[1].af[2], f++);
-	CHECK(as2[0].s1.f, f++);
-	CHECK(as2[0].s1.af[0], f++);
-	CHECK(as2[0].s1.af[1], f++);
-	CHECK(as2[0].s1.af[2], f++);
-	CHECK(as2[0].as1[0].f, f++);
-	CHECK(as2[0].as1[0].af[0], f++);
-	CHECK(as2[0].as1[0].af[1], f++);
-	CHECK(as2[0].as1[0].af[2], f++);
-	CHECK(as2[0].as1[1].f, f++);
-	CHECK(as2[0].as1[1].af[0], f++);
-	CHECK(as2[0].as1[1].af[1], f++);
-	CHECK(as2[0].as1[1].af[2], f++);
-	CHECK(as2[1].s1.f, f++);
-	CHECK(as2[1].s1.af[0], f++);
-	CHECK(as2[1].s1.af[1], f++);
-	CHECK(as2[1].s1.af[2], f++);
-	CHECK(as2[1].as1[0].f, f++);
-	CHECK(as2[1].as1[0].af[0], f++);
-	CHECK(as2[1].as1[0].af[1], f++);
-	CHECK(as2[1].as1[0].af[2], f++);
-	CHECK(as2[1].as1[1].f, f++);
-	CHECK(as2[1].as1[1].af[0], f++);
-	CHECK(as2[1].as1[1].af[1], f++);
-	CHECK(as2[1].as1[1].af[2], f++);
-
-	if (failed)
-		color = vec4(1.0, 0.0, 0.0, 1.0);
-	else
-		color = vec4(0.0, 1.0, 0.0, 1.0);
-}
-
-[test]
-uniform float ref 137.035999074
-draw rect -1 -1 2 2
-probe all rgba 0.0 1.0 0.0 1.0
-- 
2.1.0



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