[Piglit] [PATCH v2] arb_gpu_shader5: adding an const-nonconst struct-sampler indexing
Alejandro PiƱeiro
apinheiro at igalia.com
Sat Sep 5 04:12:42 PDT 2015
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
v2: updated the description of the new tests added
---
I realized that the description of the new shaders was a C&P of
the tests used as reference.
.../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..601b5d8
--- /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 inside
+# a struct array indexed constantly 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..280ff62
--- /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 inside
+# a struct array indexed constantly 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..52d02e7
--- /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 inside
+# a struct array indexed constantly 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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