[Piglit] [PATCH] glsl-1.20: add test to tickle copy propagation bug in st/mesa
Ilia Mirkin
imirkin at alum.mit.edu
Wed Mar 25 18:07:26 PDT 2015
The copy propagation pass didn't properly deal with arrays, which caused
it to merge b[1] and a[1] even though a[1] is modified after the initial
assignment.
Test taken verbatim from
https://www.khronos.org/registry/webgl/conformance-suites/1.0.2/conformance/ogles/GL/functions/array_float_frag.frag
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
---
.../fs-array-deref-then-write.shader_test | 99 ++++++++++++++++++++++
1 file changed, 99 insertions(+)
create mode 100644 tests/spec/glsl-1.20/execution/fs-array-deref-then-write.shader_test
diff --git a/tests/spec/glsl-1.20/execution/fs-array-deref-then-write.shader_test b/tests/spec/glsl-1.20/execution/fs-array-deref-then-write.shader_test
new file mode 100644
index 0000000..7e4ab98
--- /dev/null
+++ b/tests/spec/glsl-1.20/execution/fs-array-deref-then-write.shader_test
@@ -0,0 +1,99 @@
+# Copyright (c) 2012 The Khronos Group Inc.
+#
+# Permission is hereby granted, free of charge, to any person obtaining a
+# copy of this software and/or associated documentation files (the
+# "Materials"), to deal in the Materials without restriction, including
+# without limitation the rights to use, copy, modify, merge, publish,
+# distribute, sublicense, and/or sell copies of the Materials, and to
+# permit persons to whom the Materials are furnished to do so, subject to
+# the following conditions:
+#
+# The above copyright notice and this permission notice shall be included
+# in all copies or substantial portions of the Materials.
+#
+# THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+# IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
+# CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+# TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+# MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
+
+[require]
+GLSL >= 1.20
+
+[vertex shader passthrough]
+
+[fragment shader]
+void qualifiers(in float a[4], out float b[4], inout float c[4], const in float d[4], float e[4])
+{
+ b[0] = a[0];
+ c[0] += d[0];
+ a[0] += 1.0;
+ e[0] += 1.0;
+
+ b[1] = a[1];
+ c[1] += d[1];
+ a[1] += 1.0;
+ e[1] += 1.0;
+
+ b[2] = a[2];
+ c[2] += d[2];
+ a[2] += 1.0;
+ e[2] += 1.0;
+
+ b[3] = a[3];
+ c[3] += d[3];
+ a[3] += 1.0;
+ e[3] += 1.0;
+}
+
+void main (void)
+{
+ float a[4];
+ float b[4];
+ float c[4];
+ float d[4];
+ float e[4];
+ float q = 0.0;
+ float q2 = 0.0;
+
+ a[0] = 1.0;
+ b[0] = 2.0;
+ c[0] = 3.0;
+ d[0] = 4.0;
+ e[0] = 1.0;
+
+ a[1] = 1.0;
+ b[1] = 2.0;
+ c[1] = 3.0;
+ d[1] = 4.0;
+ e[1] = 1.0;
+
+ a[2] = 1.0;
+ b[2] = 2.0;
+ c[2] = 3.0;
+ d[2] = 4.0;
+ e[2] = 1.0;
+
+ a[3] = 1.0;
+ b[3] = 2.0;
+ c[3] = 3.0;
+ d[3] = 4.0;
+ e[3] = 1.0;
+
+ qualifiers(a, b, c, d, e);
+
+ // randomly test a value
+ if(a[0] == 1.0) q += 1.0;
+ if(b[1] == 1.0) q += 2.0;
+ if(c[2] == 7.0) q += 4.0;
+ if(d[3] == 4.0) q2 += 1.0;
+ if(e[0] == 1.0) q2 += 2.0;
+
+ gl_FragColor = vec4(vec2(q / 7.0, q2 / 3.0), 1.0, 1.0);
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 1 1 1 1
--
2.0.5
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