[Piglit] [PATCH] arb_gpu_shader5: adding an const-nonconst struct-sampler indexing
Ilia Mirkin
imirkin at alum.mit.edu
Fri Sep 4 10:58:34 PDT 2015
Reviewed-by: Ilia Mirkin <imirkin at alum.mit.edu>
On Fri, Sep 4, 2015 at 1:48 PM, Alejandro PiƱeiro <apinheiro at igalia.com> wrote:
> Right now there are tests for the following indexing combination:
> a) No struct - non const sampler indexing
> b) Non const struct indexing - single sampler
> c) Non const struct indexing - const sampler indexing
> d) Non const struct indexing - non const sampler indexing
>
> This commit adds the following combination:
> e) Const struct indexing - non const sampler indexing
> ---
>
> To provide some context, right now:
>
> a) and b) pass on i965,
> c) fails on i965
> d) fails on i965 with the IR path, but crashes with the NIR path.
>
> I have been taking a look to why there is a different behaviour
> IR vs NIR on d), at least to check if there was a easy solution
> to avoid the crash. On that use case the nir tree resulting
> includes two sampler offset on the same texture operation, so it
> raises and assertion on nir_validate. I concluded that it would
> not be trivial to get the NIR path not crashing, as it is likely
> it is needed to someone jumps in to solve c) and d), that seems
> to be a corner case that was not contemplated on current
> implementation of arb_gpu_shader5.
>
> In any case, while investigating this, I tried out the outcome
> of a const struct indexing and a non const sampler indexing (so
> e)) and it works fine on i965. So just for the sake of
> completeness Im submitting this combination.
>
> .../fs-struct-const-sampler-nonconst.shader_test | 72 +++++++++++++++++
> .../gs-struct-const-sampler-nonconst.shader_test | 91 ++++++++++++++++++++++
> .../vs-struct-const-sampler-nonconst.shader_test | 84 ++++++++++++++++++++
> 3 files changed, 247 insertions(+)
> create mode 100644 tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-struct-const-sampler-nonconst.shader_test
> create mode 100644 tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-const-sampler-nonconst.shader_test
> create mode 100644 tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-const-sampler-nonconst.shader_test
>
> diff --git a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-struct-const-sampler-nonconst.shader_test b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-struct-const-sampler-nonconst.shader_test
> new file mode 100644
> index 0000000..80069ea
> --- /dev/null
> +++ b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-struct-const-sampler-nonconst.shader_test
> @@ -0,0 +1,72 @@
> +# This test verifies that dynamically uniform indexing of sampler arrays
> +# in the fragment shader behaves correctly.
> +
> +[require]
> +GLSL >= 1.50
> +GL_ARB_gpu_shader5
> +
> +[vertex shader passthrough]
> +
> +[fragment shader]
> +#version 150
> +#extension GL_ARB_gpu_shader5: require
> +
> +struct S {
> + sampler2D tex[4];
> +};
> +
> +uniform S s[2];
> +
> +uniform int n;
> +
> +out vec4 color;
> +
> +void main()
> +{
> + color = texture(s[1].tex[n], vec2(0.75, 0.25));
> +}
> +
> +[test]
> +clear color 0.2 0.2 0.2 0.2
> +clear
> +
> +uniform int s[1].tex[0] 0
> +uniform int s[1].tex[1] 1
> +uniform int s[1].tex[2] 2
> +uniform int s[1].tex[3] 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-const-sampler-nonconst.shader_test b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-const-sampler-nonconst.shader_test
> new file mode 100644
> index 0000000..cf6795c
> --- /dev/null
> +++ b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-const-sampler-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[4];
> +};
> +
> +uniform S s[2];
> +
> +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[1].tex[n], 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[1].tex[0] 0
> +uniform int s[1].tex[1] 1
> +uniform int s[1].tex[2] 2
> +uniform int s[1].tex[3] 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-const-sampler-nonconst.shader_test b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-const-sampler-nonconst.shader_test
> new file mode 100644
> index 0000000..9388675
> --- /dev/null
> +++ b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-const-sampler-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[4];
> +};
> +
> +uniform S s[2];
> +
> +uniform int n;
> +
> +in vec4 piglit_vertex;
> +out vec4 color;
> +
> +void main()
> +{
> + gl_Position = piglit_vertex;
> + color = texture(s[1].tex[n], 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[1].tex[0] 0
> +uniform int s[1].tex[1] 1
> +uniform int s[1].tex[2] 2
> +uniform int s[1].tex[3] 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)
> --
> 2.1.4
>
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