[Piglit] [PATCH] arb_gpu_shader5: test indexing of samplers inside structs

Ilia Mirkin imirkin at alum.mit.edu
Thu Jun 18 14:39:29 PDT 2015


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

I can't say I read this in *extensive* detail, but it basically looks
right. Thanks!

On Thu, Jun 18, 2015 at 9:28 AM, Timothy Arceri <t_arceri at yahoo.com.au> wrote:
> fragment shader tests already exist, this adds vertex and
> geometry tests for completeness.
>
> Test results:
> Nvidia GeForce 840M - NVIDIA 346.47: pass
>
> Cc: Ilia Mirkin <imirkin at alum.mit.edu>
> ---
>  .../gs-struct-nonconst-sampler-const.shader_test   | 91 ++++++++++++++++++++
>  ...gs-struct-nonconst-sampler-nonconst.shader_test | 96 ++++++++++++++++++++++
>  .../gs-struct-nonconst.shader_test                 | 91 ++++++++++++++++++++
>  .../vs-struct-nonconst-sampler-const.shader_test   | 84 +++++++++++++++++++
>  ...vs-struct-nonconst-sampler-nonconst.shader_test | 89 ++++++++++++++++++++
>  .../vs-struct-nonconst.shader_test                 | 84 +++++++++++++++++++
>  6 files changed, 535 insertions(+)
>  create mode 100644 tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-const.shader_test
>  create mode 100644 tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-nonconst.shader_test
>  create mode 100644 tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst.shader_test
>  create mode 100644 tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst-sampler-const.shader_test
>  create mode 100644 tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst-sampler-nonconst.shader_test
>  create mode 100644 tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst.shader_test
>
> diff --git a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-const.shader_test b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-const.shader_test
> new file mode 100644
> index 0000000..8010d31
> --- /dev/null
> +++ b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-const.shader_test
> @@ -0,0 +1,91 @@
> +# This test verifies that dynamically uniform indexing of sampler arrays
> +# in the geometry shader behaves correctly.
> +
> +[require]
> +GLSL >= 1.50
> +GL_ARB_gpu_shader5
> +
> +[vertex shader passthrough]
> +
> +[geometry shader]
> +#version 150
> +#extension GL_ARB_gpu_shader5: require
> +
> +struct S {
> +   sampler2D tex[2];
> +};
> +
> +uniform S s[4];
> +
> +uniform int n;
> +
> +layout(triangles) in;
> +layout(triangle_strip, max_vertices=3) out;
> +out vec4 color;
> +
> +void main()
> +{
> +       for (int i = 0; i < 3; i++) {
> +               gl_Position = gl_in[i].gl_Position;
> +               color = texture(s[n].tex[1], vec2(0.75, 0.25));
> +               EmitVertex();
> +       }
> +       EndPrimitive();
> +}
> +
> +[fragment shader]
> +#version 150
> +#extension GL_ARB_gpu_shader5: require
> +
> +in vec4 color;
> +out vec4 out_color;
> +
> +void main()
> +{
> +       out_color = color;
> +}
> +
> +[test]
> +clear color 0.2 0.2 0.2 0.2
> +clear
> +
> +uniform int s[0].tex[1] 0
> +uniform int s[1].tex[1] 1
> +uniform int s[2].tex[1] 2
> +uniform int s[3].tex[1] 3
> +
> +texture checkerboard 0 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +texture checkerboard 1 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +texture checkerboard 2 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 1.0, 1.0, 1.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +uniform int n 0
> +draw rect -1 -1 1 1
> +
> +relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
> +
> +uniform int n 1
> +draw rect 0 -1 1 1
> +
> +relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
> +
> +uniform int n 2
> +draw rect -1 0 1 1
> +
> +relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
> +
> +uniform int n 3
> +draw rect 0 0 1 1
> +
> +relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
> diff --git a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-nonconst.shader_test b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-nonconst.shader_test
> new file mode 100644
> index 0000000..6f34154
> --- /dev/null
> +++ b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-nonconst.shader_test
> @@ -0,0 +1,96 @@
> +# This test verifies that dynamically uniform indexing of sampler arrays
> +# in the geometry shader behaves correctly.
> +
> +[require]
> +GLSL >= 1.50
> +GL_ARB_gpu_shader5
> +
> +[vertex shader passthrough]
> +
> +[geometry shader]
> +#version 150
> +#extension GL_ARB_gpu_shader5: require
> +
> +struct S {
> +   sampler2D tex[2];
> +};
> +
> +uniform S s[2];
> +
> +uniform int n;
> +uniform int m;
> +
> +layout(triangles) in;
> +layout(triangle_strip, max_vertices=3) out;
> +out vec4 color;
> +
> +void main()
> +{
> +       for (int i = 0; i < 3; i++) {
> +               gl_Position = gl_in[i].gl_Position;
> +               color = texture(s[n].tex[m], vec2(0.75, 0.25));
> +               EmitVertex();
> +       }
> +       EndPrimitive();
> +}
> +
> +[fragment shader]
> +#version 150
> +#extension GL_ARB_gpu_shader5: require
> +
> +in vec4 color;
> +out vec4 out_color;
> +
> +void main()
> +{
> +       out_color = color;
> +}
> +
> +[test]
> +clear color 0.2 0.2 0.2 0.2
> +clear
> +
> +uniform int s[0].tex[0] 0
> +uniform int s[0].tex[1] 1
> +uniform int s[1].tex[0] 2
> +uniform int s[1].tex[1] 3
> +
> +texture checkerboard 0 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +texture checkerboard 1 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +texture checkerboard 2 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 1.0, 1.0, 1.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +uniform int n 0
> +uniform int m 0
> +draw rect -1 -1 1 1
> +
> +relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
> +
> +uniform int n 0
> +uniform int m 1
> +draw rect 0 -1 1 1
> +
> +relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
> +
> +uniform int n 1
> +uniform int m 0
> +draw rect -1 0 1 1
> +
> +relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
> +
> +uniform int n 1
> +uniform int m 1
> +draw rect 0 0 1 1
> +
> +relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
> diff --git a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst.shader_test b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst.shader_test
> new file mode 100644
> index 0000000..a36d295
> --- /dev/null
> +++ b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst.shader_test
> @@ -0,0 +1,91 @@
> +# This test verifies that dynamically uniform indexing of sampler arrays
> +# in the geometry shader behaves correctly.
> +
> +[require]
> +GLSL >= 1.50
> +GL_ARB_gpu_shader5
> +
> +[vertex shader passthrough]
> +
> +[geometry shader]
> +#version 150
> +#extension GL_ARB_gpu_shader5: require
> +
> +struct S {
> +   sampler2D tex;
> +};
> +
> +uniform S s[4];
> +
> +uniform int n;
> +
> +layout(triangles) in;
> +layout(triangle_strip, max_vertices=3) out;
> +out vec4 color;
> +
> +void main()
> +{
> +       for (int i = 0; i < 3; i++) {
> +               gl_Position = gl_in[i].gl_Position;
> +               color = texture(s[n].tex, vec2(0.75, 0.25));
> +               EmitVertex();
> +       }
> +       EndPrimitive();
> +}
> +
> +[fragment shader]
> +#version 150
> +#extension GL_ARB_gpu_shader5: require
> +
> +in vec4 color;
> +out vec4 out_color;
> +
> +void main()
> +{
> +       out_color = color;
> +}
> +
> +[test]
> +clear color 0.2 0.2 0.2 0.2
> +clear
> +
> +uniform int s[0].tex 0
> +uniform int s[1].tex 1
> +uniform int s[2].tex 2
> +uniform int s[3].tex 3
> +
> +texture checkerboard 0 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +texture checkerboard 1 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +texture checkerboard 2 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 1.0, 1.0, 1.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +uniform int n 0
> +draw rect -1 -1 1 1
> +
> +relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
> +
> +uniform int n 1
> +draw rect 0 -1 1 1
> +
> +relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
> +
> +uniform int n 2
> +draw rect -1 0 1 1
> +
> +relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
> +
> +uniform int n 3
> +draw rect 0 0 1 1
> +
> +relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
> diff --git a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst-sampler-const.shader_test b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst-sampler-const.shader_test
> new file mode 100644
> index 0000000..9588b25
> --- /dev/null
> +++ b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst-sampler-const.shader_test
> @@ -0,0 +1,84 @@
> +# This test verifies that dynamically uniform indexing of sampler arrays
> +# in the vertex shader behaves correctly.
> +
> +[require]
> +GLSL >= 1.50
> +GL_ARB_gpu_shader5
> +
> +[vertex shader]
> +#version 150
> +#extension GL_ARB_gpu_shader5: require
> +
> +struct S {
> +   sampler2D tex[2];
> +};
> +
> +uniform S s[4];
> +
> +uniform int n;
> +
> +in vec4 piglit_vertex;
> +out vec4 color;
> +
> +void main()
> +{
> +       gl_Position = piglit_vertex;
> +       color = texture(s[n].tex[1], vec2(0.75, 0.25));
> +}
> +
> +[fragment shader]
> +#version 150
> +#extension GL_ARB_gpu_shader5: require
> +
> +in vec4 color;
> +out vec4 out_color;
> +
> +void main()
> +{
> +       out_color = color;
> +}
> +
> +[test]
> +clear color 0.2 0.2 0.2 0.2
> +clear
> +
> +uniform int s[0].tex[1] 0
> +uniform int s[1].tex[1] 1
> +uniform int s[2].tex[1] 2
> +uniform int s[3].tex[1] 3
> +
> +texture checkerboard 0 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +texture checkerboard 1 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +texture checkerboard 2 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 1.0, 1.0, 1.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +uniform int n 0
> +draw rect -1 -1 1 1
> +
> +relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
> +
> +uniform int n 1
> +draw rect 0 -1 1 1
> +
> +relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
> +
> +uniform int n 2
> +draw rect -1 0 1 1
> +
> +relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
> +
> +uniform int n 3
> +draw rect 0 0 1 1
> +
> +relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
> diff --git a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst-sampler-nonconst.shader_test b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst-sampler-nonconst.shader_test
> new file mode 100644
> index 0000000..57d7961
> --- /dev/null
> +++ b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst-sampler-nonconst.shader_test
> @@ -0,0 +1,89 @@
> +# This test verifies that dynamically uniform indexing of sampler arrays
> +# in the vertex shader behaves correctly.
> +
> +[require]
> +GLSL >= 1.50
> +GL_ARB_gpu_shader5
> +
> +[vertex shader]
> +#version 150
> +#extension GL_ARB_gpu_shader5: require
> +
> +struct S {
> +   sampler2D tex[2];
> +};
> +
> +uniform S s[2];
> +
> +uniform int n;
> +uniform int m;
> +
> +in vec4 piglit_vertex;
> +out vec4 color;
> +
> +void main()
> +{
> +       gl_Position = piglit_vertex;
> +       color = texture(s[n].tex[m], vec2(0.75, 0.25));
> +}
> +
> +[fragment shader]
> +#version 150
> +#extension GL_ARB_gpu_shader5: require
> +
> +in vec4 color;
> +out vec4 out_color;
> +
> +void main()
> +{
> +       out_color = color;
> +}
> +
> +[test]
> +clear color 0.2 0.2 0.2 0.2
> +clear
> +
> +uniform int s[0].tex[0] 0
> +uniform int s[0].tex[1] 1
> +uniform int s[1].tex[0] 2
> +uniform int s[1].tex[1] 3
> +
> +texture checkerboard 0 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +texture checkerboard 1 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +texture checkerboard 2 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 1.0, 1.0, 1.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +uniform int n 0
> +uniform int m 0
> +draw rect -1 -1 1 1
> +
> +relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
> +
> +uniform int n 0
> +uniform int m 1
> +draw rect 0 -1 1 1
> +
> +relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
> +
> +uniform int n 1
> +uniform int m 0
> +draw rect -1 0 1 1
> +
> +relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
> +
> +uniform int n 1
> +uniform int m 1
> +draw rect 0 0 1 1
> +
> +relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
> diff --git a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst.shader_test b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst.shader_test
> new file mode 100644
> index 0000000..7e02cdd
> --- /dev/null
> +++ b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst.shader_test
> @@ -0,0 +1,84 @@
> +# This test verifies that dynamically uniform indexing of sampler arrays
> +# in the vertex shader behaves correctly.
> +
> +[require]
> +GLSL >= 1.50
> +GL_ARB_gpu_shader5
> +
> +[vertex shader]
> +#version 150
> +#extension GL_ARB_gpu_shader5: require
> +
> +struct S {
> +   sampler2D tex;
> +};
> +
> +uniform S s[4];
> +
> +uniform int n;
> +
> +in vec4 piglit_vertex;
> +out vec4 color;
> +
> +void main()
> +{
> +       gl_Position = piglit_vertex;
> +       color = texture(s[n].tex, vec2(0.75, 0.25));
> +}
> +
> +[fragment shader]
> +#version 150
> +#extension GL_ARB_gpu_shader5: require
> +
> +in vec4 color;
> +out vec4 out_color;
> +
> +void main()
> +{
> +       out_color = color;
> +}
> +
> +[test]
> +clear color 0.2 0.2 0.2 0.2
> +clear
> +
> +uniform int s[0].tex 0
> +uniform int s[1].tex 1
> +uniform int s[2].tex 2
> +uniform int s[3].tex 3
> +
> +texture checkerboard 0 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +texture checkerboard 1 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +texture checkerboard 2 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 1.0, 1.0, 1.0)
> +texparameter 2D min nearest
> +texparameter 2D mag nearest
> +
> +uniform int n 0
> +draw rect -1 -1 1 1
> +
> +relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
> +
> +uniform int n 1
> +draw rect 0 -1 1 1
> +
> +relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
> +
> +uniform int n 2
> +draw rect -1 0 1 1
> +
> +relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
> +
> +uniform int n 3
> +draw rect 0 0 1 1
> +
> +relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
> --
> 2.1.0
>


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