[Piglit] [PATCH] tess/fp64: add some basic cross over tests
Marek Olšák
maraeo at gmail.com
Wed Sep 30 19:33:44 PDT 2015
Reviewed-by: Marek Olšák <marek.olsak at amd.com>
Marek
On Wed, Sep 30, 2015 at 10:20 AM, Dave Airlie <airlied at gmail.com> wrote:
> From: Dave Airlie <airlied at redhat.com>
>
> CTS tests this a lot better than piglit, but this is a good place
> to start, I've got a bunch of fixes queued for mesa to address
> some of these problems.
>
> This adds 3 tests:
> simple double vs->tcs->tes->fs
> simple dvec2 vs->tcs->tes->fs
> simple double[2] vs->tcs->tes->fs
>
> Signed-off-by: Dave Airlie <airlied at redhat.com>
> ---
> .../execution/double-array-vs-tcs-tes.shader_test | 98 ++++++++++++++++++++++
> .../execution/double-vs-tcs-tes.shader_test | 80 ++++++++++++++++++
> .../execution/dvec2-vs-tcs-tes.shader_test | 80 ++++++++++++++++++
> 3 files changed, 258 insertions(+)
> create mode 100644 tests/spec/arb_tessellation_shader/execution/double-array-vs-tcs-tes.shader_test
> create mode 100644 tests/spec/arb_tessellation_shader/execution/double-vs-tcs-tes.shader_test
> create mode 100644 tests/spec/arb_tessellation_shader/execution/dvec2-vs-tcs-tes.shader_test
>
> diff --git a/tests/spec/arb_tessellation_shader/execution/double-array-vs-tcs-tes.shader_test b/tests/spec/arb_tessellation_shader/execution/double-array-vs-tcs-tes.shader_test
> new file mode 100644
> index 0000000..da8397e
> --- /dev/null
> +++ b/tests/spec/arb_tessellation_shader/execution/double-array-vs-tcs-tes.shader_test
> @@ -0,0 +1,98 @@
> +# simple double array through vs->tcs->tes->fs.
> +[require]
> +GLSL >= 1.50
> +GL_ARB_tessellation_shader
> +GL_ARB_gpu_shader_fp64
> +
> +[vertex shader]
> +#extension GL_ARB_gpu_shader_fp64: require
> +
> +in vec4 vertex;
> +
> +out VS {
> + double vs_var0[2];
> +};
> +
> +void main()
> +{
> + gl_Position = vertex;
> + vs_var0[0] = 1.0LF;
> + vs_var0[1] = 2.0LF;
> +}
> +
> +
> +[tessellation control shader]
> +#extension GL_ARB_tessellation_shader: require
> +#extension GL_ARB_gpu_shader_fp64: require
> +layout(vertices = 3) out;
> +
> +in VS {
> + double vs_var0[2];
> +} inp[];
> +
> +out TCS {
> + double tcs_var0[2];
> +} outp[];
> +
> +void main() {
> + gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
> + gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 0.0);
> + gl_TessLevelInner = float[2](0.0, 0.0);
> + outp[gl_InvocationID].tcs_var0[0] = inp[gl_InvocationID].vs_var0[0] + 2.0LF;
> + outp[gl_InvocationID].tcs_var0[1] = inp[gl_InvocationID].vs_var0[1] + 3.0LF;
> +}
> +
> +
> +[tessellation evaluation shader]
> +#extension GL_ARB_tessellation_shader: require
> +#extension GL_ARB_gpu_shader_fp64: require
> +layout(triangles) in;
> +
> +in TCS {
> + double tcs_var0[2];
> +} inp[];
> +
> +out TES {
> + flat double tes_var0[2];
> +};
> +
> +void main() {
> + dvec2 temp;
> + 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];
> +
> + tes_var0[0] = inp[0].tcs_var0[0] + 3.0LF;
> + tes_var0[1] = inp[0].tcs_var0[1] + 4.0LF;
> +}
> +
> +
> +[fragment shader]
> +#extension GL_ARB_gpu_shader_fp64: require
> +in TES {
> + flat double tes_var0[2];
> +};
> +
> +void main()
> +{
> + if (tes_var0[0] == 6.0LF && tes_var0[1] == 9.0LF)
> + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
> + else
> + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
> +}
> +
> +[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/double-vs-tcs-tes.shader_test b/tests/spec/arb_tessellation_shader/execution/double-vs-tcs-tes.shader_test
> new file mode 100644
> index 0000000..68d73dc
> --- /dev/null
> +++ b/tests/spec/arb_tessellation_shader/execution/double-vs-tcs-tes.shader_test
> @@ -0,0 +1,80 @@
> +# simple double through vs->tcs->tes->fs.
> +[require]
> +GLSL >= 1.50
> +GL_ARB_tessellation_shader
> +GL_ARB_gpu_shader_fp64
> +
> +[vertex shader]
> +#extension GL_ARB_gpu_shader_fp64: require
> +in vec4 vertex;
> +
> +out double vs_var0;
> +
> +void main()
> +{
> + gl_Position = vertex;
> + vs_var0 = 1.0LF;
> +}
> +
> +
> +[tessellation control shader]
> +#extension GL_ARB_tessellation_shader: require
> +#extension GL_ARB_gpu_shader_fp64: require
> +layout(vertices = 3) out;
> +
> +in double vs_var0[];
> +out double tcs_var0[];
> +
> +void main() {
> + gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
> + gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 0.0);
> + gl_TessLevelInner = float[2](0.0, 0.0);
> + tcs_var0[gl_InvocationID] = vs_var0[gl_InvocationID] + 2.0LF;
> +}
> +
> +
> +[tessellation evaluation shader]
> +#extension GL_ARB_tessellation_shader: require
> +#extension GL_ARB_gpu_shader_fp64: require
> +layout(triangles) in;
> +
> +in double tcs_var0[];
> +flat out double tes_var0;
> +
> +void main() {
> + dvec2 temp;
> + 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];
> +
> + tes_var0 = tcs_var0[0] + 3.0LF;
> +}
> +
> +
> +[fragment shader]
> +#extension GL_ARB_gpu_shader_fp64: require
> +flat in double tes_var0;
> +
> +void main()
> +{
> + if (tes_var0 == 6.0LF)
> + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
> + else
> + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
> +}
> +
> +[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/dvec2-vs-tcs-tes.shader_test b/tests/spec/arb_tessellation_shader/execution/dvec2-vs-tcs-tes.shader_test
> new file mode 100644
> index 0000000..90eb9f9
> --- /dev/null
> +++ b/tests/spec/arb_tessellation_shader/execution/dvec2-vs-tcs-tes.shader_test
> @@ -0,0 +1,80 @@
> +# simple dvec2 through vs->tcs->tes->fs.
> +[require]
> +GLSL >= 1.50
> +GL_ARB_tessellation_shader
> +GL_ARB_gpu_shader_fp64
> +
> +[vertex shader]
> +#extension GL_ARB_gpu_shader_fp64: require
> +in vec4 vertex;
> +
> +out dvec2 vs_var0;
> +
> +void main()
> +{
> + gl_Position = vertex;
> + vs_var0 = dvec2(1.0LF, 2.0LF);
> +}
> +
> +
> +[tessellation control shader]
> +#extension GL_ARB_tessellation_shader: require
> +#extension GL_ARB_gpu_shader_fp64: require
> +layout(vertices = 3) out;
> +
> +in dvec2 vs_var0[];
> +out dvec2 tcs_var0[];
> +
> +void main() {
> + gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
> + gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 0.0);
> + gl_TessLevelInner = float[2](0.0, 0.0);
> + tcs_var0[gl_InvocationID] = vs_var0[gl_InvocationID] + dvec2(2.0LF, 3.0LF);
> +}
> +
> +
> +[tessellation evaluation shader]
> +#extension GL_ARB_tessellation_shader: require
> +#extension GL_ARB_gpu_shader_fp64: require
> +layout(triangles) in;
> +
> +in dvec2 tcs_var0[];
> +flat out dvec2 tes_var0;
> +
> +void main() {
> + dvec2 temp;
> + 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];
> +
> + tes_var0 = tcs_var0[0] + dvec2(3.0LF, 4.0LF);
> +}
> +
> +
> +[fragment shader]
> +#extension GL_ARB_gpu_shader_fp64: require
> +flat in dvec2 tes_var0;
> +
> +void main()
> +{
> + if (tes_var0 == dvec2(6.0LF, 9.0LF))
> + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
> + else
> + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
> +}
> +
> +[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
> --
> 2.5.0
>
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