[Piglit] [PATCH] Replace vs-tcs-tes-tessinner-tessouter-inputs with two new tests.
Ilia Mirkin
imirkin at alum.mit.edu
Wed Oct 21 00:26:58 PDT 2015
On Wed, Oct 21, 2015 at 3:22 AM, Kenneth Graunke <kenneth at whitecape.org> wrote:
> vs-tcs-tes-tessinner-tessouter-inputs tried to verify that all vector
> components written by the TCS were present in the TES. However, this
> is not guaranteed. According to the ARB_tessellation_shader spec:
>
> "Tessellation Evaluation Shader Inputs
> [...]
> For triangular tessellation, gl_TessLevelOuter[3] and gl_TessLevelInner[1]
> will be undefined. For isoline tessellation, gl_TessLevelOuter[2],
> gl_TessLevelOuter[3], and both values in gl_TessLevelInner[] are undefined."
>
> This patch removes the broken test, and replaces it with two new ones.
> One uses quads, and probes all 4/2 components. The other uses
> triangles, but only probes the 3/1 components that are actually defined.
>
> Testing both types of domains is especially useful for i965, which
> stores the data in different layouts depending on the domain.
I think r600 might have a similar situation as well.
>
> According to Ilia Mirkin, these both pass on nvc0.
Reviewed-by: Ilia Mirkin <imirkin at alum.mit.edu>
>
> Cc: Ilia Mirkin <imirkin at alum.mit.edu>
> Cc: Marek Olšák <maraeo at gmail.com>
> ---
> ...es-tessinner-tessouter-inputs-quads.shader_test | 52 +++++++++++++++++
> ...tes-tessinner-tessouter-inputs-tris.shader_test | 66 ++++++++++++++++++++++
> ...-tcs-tes-tessinner-tessouter-inputs.shader_test | 64 ---------------------
> 3 files changed, 118 insertions(+), 64 deletions(-)
> create mode 100644 tests/spec/arb_tessellation_shader/execution/vs-tcs-tes-tessinner-tessouter-inputs-quads.shader_test
> create mode 100644 tests/spec/arb_tessellation_shader/execution/vs-tcs-tes-tessinner-tessouter-inputs-tris.shader_test
> delete mode 100644 tests/spec/arb_tessellation_shader/execution/vs-tcs-tes-tessinner-tessouter-inputs.shader_test
>
> diff --git a/tests/spec/arb_tessellation_shader/execution/vs-tcs-tes-tessinner-tessouter-inputs-quads.shader_test b/tests/spec/arb_tessellation_shader/execution/vs-tcs-tes-tessinner-tessouter-inputs-quads.shader_test
> new file mode 100644
> index 0000000..b2c03a6
> --- /dev/null
> +++ b/tests/spec/arb_tessellation_shader/execution/vs-tcs-tes-tessinner-tessouter-inputs-quads.shader_test
> @@ -0,0 +1,52 @@
> +[require]
> +GLSL >= 1.50
> +GL_ARB_tessellation_shader
> +
> +
> +[vertex shader]
> +in vec4 vertex;
> +
> +void main()
> +{
> + gl_Position = vertex;
> +}
> +
> +
> +[tessellation control shader]
> +#extension GL_ARB_tessellation_shader: require
> +layout(vertices = 1) out;
> +
> +void main() {
> + gl_TessLevelOuter = float[4](3.0, 2.0, 4.0, 5.0);
> + gl_TessLevelInner = float[2](6.0, 7.0);
> +}
> +
> +
> +[tessellation evaluation shader]
> +#extension GL_ARB_tessellation_shader: require
> +layout(quads) in;
> +
> +out vec4 color;
> +
> +void main() {
> + gl_Position = vec4(gl_TessCoord.xy * 2 - 1, 0, 1);
> + color = gl_TessLevelOuter == float[4](3.0, 2.0, 4.0, 5.0) &&
> + gl_TessLevelInner == float[2](6.0, 7.0) ?
> + vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
> +}
> +
> +
> +[fragment shader]
> +in vec4 color;
> +
> +void main()
> +{
> + gl_FragColor = color;
> +}
> +
> +[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/vs-tcs-tes-tessinner-tessouter-inputs-tris.shader_test b/tests/spec/arb_tessellation_shader/execution/vs-tcs-tes-tessinner-tessouter-inputs-tris.shader_test
> new file mode 100644
> index 0000000..3a75b36
> --- /dev/null
> +++ b/tests/spec/arb_tessellation_shader/execution/vs-tcs-tes-tessinner-tessouter-inputs-tris.shader_test
> @@ -0,0 +1,66 @@
> +[require]
> +GLSL >= 1.50
> +GL_ARB_tessellation_shader
> +
> +
> +[vertex shader]
> +in vec4 vertex;
> +
> +void main()
> +{
> + gl_Position = vertex;
> +}
> +
> +
> +[tessellation control shader]
> +#extension GL_ARB_tessellation_shader: require
> +layout(vertices = 3) out;
> +
> +void main() {
> + gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
> + gl_TessLevelOuter = float[4](3.0, 2.0, 4.0, 5.0);
> + gl_TessLevelInner = float[2](6.0, 7.0);
> +}
> +
> +
> +[tessellation evaluation shader]
> +#extension GL_ARB_tessellation_shader: require
> +layout(triangles) in;
> +
> +out vec4 color;
> +
> +void main() {
> + gl_Position = gl_in[0].gl_Position * gl_TessCoord[0]
> + + gl_in[1].gl_Position * gl_TessCoord[1]
> + + gl_in[2].gl_Position * gl_TessCoord[2];
> + color = gl_TessLevelOuter[0] == 3.0 &&
> + gl_TessLevelOuter[1] == 2.0 &&
> + gl_TessLevelOuter[2] == 4.0 &&
> + gl_TessLevelInner[0] == 6.0 ?
> + vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
> +}
> +
> +
> +[fragment shader]
> +in vec4 color;
> +
> +void main()
> +{
> + gl_FragColor = color;
> +}
> +
> +[vertex data]
> +vertex/float/2
> +-1.0 -1.0
> + 1.0 -1.0
> +-1.0 1.0
> +-1.0 1.0
> + 1.0 -1.0
> + 1.0 1.0
> +
> +[test]
> +clear color 0.1 0.1 0.1 0.1
> +clear
> +patch parameter vertices 3
> +draw arrays GL_PATCHES 0 6
> +probe all rgba 0.0 1.0 0.0 1.0
> diff --git a/tests/spec/arb_tessellation_shader/execution/vs-tcs-tes-tessinner-tessouter-inputs.shader_test b/tests/spec/arb_tessellation_shader/execution/vs-tcs-tes-tessinner-tessouter-inputs.shader_test
> deleted file mode 100644
> index e389c65..0000000
> --- a/tests/spec/arb_tessellation_shader/execution/vs-tcs-tes-tessinner-tessouter-inputs.shader_test
> +++ /dev/null
> @@ -1,64 +0,0 @@
> -[require]
> -GLSL >= 1.50
> -GL_ARB_tessellation_shader
> -
> -
> -[vertex shader]
> -in vec4 vertex;
> -
> -void main()
> -{
> - gl_Position = vertex;
> -}
> -
> -
> -[tessellation control shader]
> -#extension GL_ARB_tessellation_shader: require
> -layout(vertices = 3) out;
> -
> -void main() {
> - gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
> - gl_TessLevelOuter = float[4](3.0, 2.0, 4.0, 5.0);
> - gl_TessLevelInner = float[2](6.0, 7.0);
> -}
> -
> -
> -[tessellation evaluation shader]
> -#extension GL_ARB_tessellation_shader: require
> -layout(triangles) in;
> -
> -out vec4 color;
> -
> -void main() {
> - gl_Position = gl_in[0].gl_Position * gl_TessCoord[0]
> - + gl_in[1].gl_Position * gl_TessCoord[1]
> - + gl_in[2].gl_Position * gl_TessCoord[2];
> - color = gl_TessLevelOuter == float[4](3.0, 2.0, 4.0, 5.0) &&
> - gl_TessLevelInner == float[2](6.0, 7.0) ?
> - vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
> -}
> -
> -
> -[fragment shader]
> -in vec4 color;
> -
> -void main()
> -{
> - gl_FragColor = color;
> -}
> -
> -[vertex data]
> -vertex/float/2
> --1.0 -1.0
> - 1.0 -1.0
> --1.0 1.0
> --1.0 1.0
> - 1.0 -1.0
> - 1.0 1.0
> -
> -[test]
> -clear color 0.1 0.1 0.1 0.1
> -clear
> -patch parameter vertices 3
> -draw arrays GL_PATCHES 0 6
> -probe all rgba 0.0 1.0 0.0 1.0
> --
> 2.6.1
>
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