[Piglit] [PATCH v2 1/2] shaders: add test to check (0 cmp x+y) optimization
Samuel Iglesias Gonsálvez
siglesias at igalia.com
Wed Mar 11 00:17:20 PDT 2015
On Tue, 2015-03-10 at 18:23 -0700, Matt Turner wrote:
> On Sun, Mar 1, 2015 at 11:31 PM, Samuel Iglesias Gonsalvez
> <siglesias at igalia.com> wrote:
> > Signed-off-by: Samuel Iglesias Gonsalvez <siglesias at igalia.com>
> > ---
> >
> > v2:
> > * Implement it as shader_runner test
> >
> > tests/shaders/glsl-opt-0-cmp-xy.shader_test | 33 +++++++++++++++++++++++++++++
> > 1 file changed, 33 insertions(+)
> > create mode 100644 tests/shaders/glsl-opt-0-cmp-xy.shader_test
> >
> > diff --git a/tests/shaders/glsl-opt-0-cmp-xy.shader_test b/tests/shaders/glsl-opt-0-cmp-xy.shader_test
> > new file mode 100644
> > index 0000000..57c5716
> > --- /dev/null
> > +++ b/tests/shaders/glsl-opt-0-cmp-xy.shader_test
> > @@ -0,0 +1,33 @@
> > +/* Test (0 cmp x+y) optimization. */
> > +
> > +[require]
> > +GLSL >= 1.10
> > +
> > +[vertex shader]
>
> You can use [vertex shader passthrough] and drop the vertex shader body.
>
> > +
> > +void main()
> > +{
> > + gl_Position = ftransform();
> > +}
> > +
> > +[fragment shader]
> > +
> > +uniform float a;
> > +
> > +void main()
> > +{
> > + if (0.0 >= (a - 1.0))
> > + gl_FragColor = vec4(0, 1, 0, 1);
> > + else
> > + gl_FragColor = vec4(1, 0, 0, 1);
> > +}
> > +
> > +[test]
> > +clear color 0.5 0.5 0.5 0.5
> > +clear
>
> You can remove these two lines since the test is painting the whole window.
>
> Reviewed-by: Matt Turner <mattst88 at gmail.com>
>
> Thanks!
>
I will do those changes.
Thanks for the review!
Sam
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