[Piglit] [PATCH] arb_tessellation_shader: add basic read/write variable indexing fp64 tests
Iago Toral
itoral at igalia.com
Wed Jul 20 07:34:18 UTC 2016
Any comments about this? If not I would like to push it in a couple of
days.
Iago
On Fri, 2016-07-15 at 08:52 +0200, Iago Toral Quiroga wrote:
> ---
> .../tcs-input-array-dvec4-index-rd.shader_test | 99
> ++++++++++++++++++++
> .../tcs-output-array-dvec4-index-wr.shader_test | 97
> +++++++++++++++++++
> .../tes-input-array-dvec4-index-rd.shader_test | 93
> +++++++++++++++++++
> ...put-array-dvec4-index-wr-before-tcs.shader_test | 103
> +++++++++++++++++++++
> 4 files changed, 392 insertions(+)
> create mode 100644
> tests/spec/arb_tessellation_shader/execution/variable-indexing/tcs-
> input-array-dvec4-index-rd.shader_test
> create mode 100644
> tests/spec/arb_tessellation_shader/execution/variable-indexing/tcs-
> output-array-dvec4-index-wr.shader_test
> create mode 100644
> tests/spec/arb_tessellation_shader/execution/variable-indexing/tes-
> input-array-dvec4-index-rd.shader_test
> create mode 100644
> tests/spec/arb_tessellation_shader/execution/variable-indexing/vs-
> output-array-dvec4-index-wr-before-tcs.shader_test
>
> diff --git a/tests/spec/arb_tessellation_shader/execution/variable-
> indexing/tcs-input-array-dvec4-index-rd.shader_test
> b/tests/spec/arb_tessellation_shader/execution/variable-indexing/tcs-
> input-array-dvec4-index-rd.shader_test
> new file mode 100644
> index 0000000..267bea2
> --- /dev/null
> +++ b/tests/spec/arb_tessellation_shader/execution/variable-
> indexing/tcs-input-array-dvec4-index-rd.shader_test
> @@ -0,0 +1,99 @@
> +[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 block {
> + dvec4 vs_var0[4];
> +} blk;
> +
> +void main()
> +{
> + gl_Position = vertex;
> + blk.vs_var0[0] = dvec4(1.0LF, 0.0LF, 0.0LF, 1.0LF);
> + blk.vs_var0[1] = dvec4(0.0LF, 1.0LF, 0.0LF, 1.0LF);
> + blk.vs_var0[2] = dvec4(0.0LF, 0.0LF, 1.0LF, 1.0LF);
> + blk.vs_var0[3] = dvec4(1.0LF, 1.0LF, 0.0LF, 1.0LF);
> +}
> +
> +
> +[tessellation control shader]
> +#extension GL_ARB_tessellation_shader: require
> +#extension GL_ARB_gpu_shader_fp64: require
> +layout(vertices = 3) out;
> +
> +uniform int index;
> +in block {
> + dvec4 vs_var0[4];
> +} blk[];
> +
> +out vec4 color[];
> +
> +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);
> +
> + color[gl_InvocationID] =
> vec4(blk[gl_InvocationID].vs_var0[index]);
> +}
> +
> +
> +[tessellation evaluation shader]
> +#extension GL_ARB_tessellation_shader: require
> +#extension GL_ARB_gpu_shader_fp64: require
> +layout(triangles) in;
> +
> +in vec4 color[];
> +out vec4 fs_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];
> +
> + fs_color = vec4(color[0]);
> +}
> +
> +
> +[fragment shader]
> +#extension GL_ARB_gpu_shader_fp64: require
> +in vec4 fs_color;
> +
> +void main()
> +{
> + gl_FragColor = fs_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
> +
> +uniform int index 0
> +draw arrays GL_PATCHES 0 6
> +probe all rgba 1.0 0.0 0.0 1.0
> +
> +uniform int index 1
> +draw arrays GL_PATCHES 0 6
> +probe all rgba 0.0 1.0 0.0 1.0
> +
> +uniform int index 2
> +draw arrays GL_PATCHES 0 6
> +probe all rgba 0.0 0.0 1.0 1.0
> +
> +uniform int index 3
> +draw arrays GL_PATCHES 0 6
> +probe all rgba 1.0 1.0 0.0 1.0
> diff --git a/tests/spec/arb_tessellation_shader/execution/variable-
> indexing/tcs-output-array-dvec4-index-wr.shader_test
> b/tests/spec/arb_tessellation_shader/execution/variable-indexing/tcs-
> output-array-dvec4-index-wr.shader_test
> new file mode 100644
> index 0000000..c4a52f8
> --- /dev/null
> +++ b/tests/spec/arb_tessellation_shader/execution/variable-
> indexing/tcs-output-array-dvec4-index-wr.shader_test
> @@ -0,0 +1,97 @@
> +[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;
> +
> +void main()
> +{
> + gl_Position = vertex;
> +}
> +
> +
> +[tessellation control shader]
> +#extension GL_ARB_tessellation_shader: require
> +#extension GL_ARB_gpu_shader_fp64: require
> +layout(vertices = 3) out;
> +
> +uniform int index;
> +out block {
> + dvec4 tcs_var0[4];
> +} blk[];
> +
> +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);
> +
> + blk[gl_InvocationID].tcs_var0[0] = dvec4(0.0LF, 0.0LF,
> 0.0LF, 0.0LF);
> + blk[gl_InvocationID].tcs_var0[1] = dvec4(0.0LF, 0.0LF,
> 0.0LF, 0.0LF);
> + blk[gl_InvocationID].tcs_var0[2] = dvec4(0.0LF, 0.0LF,
> 0.0LF, 0.0LF);
> + blk[gl_InvocationID].tcs_var0[3] = dvec4(0.0LF, 0.0LF,
> 0.0LF, 0.0LF);
> + blk[gl_InvocationID].tcs_var0[index] = dvec4(0.0LF, 1.0LF,
> 0.0LF, 1.0LF);
> +}
> +
> +
> +[tessellation evaluation shader]
> +#extension GL_ARB_tessellation_shader: require
> +#extension GL_ARB_gpu_shader_fp64: require
> +layout(triangles) in;
> +
> +uniform int index;
> +in block {
> + dvec4 tcs_var0[4];
> +} blk[];
> +
> +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 = vec4(blk[0].tcs_var0[index]);
> +}
> +
> +
> +[fragment shader]
> +#extension GL_ARB_gpu_shader_fp64: require
> +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
> +
> +uniform int index 0
> +draw arrays GL_PATCHES 0 6
> +probe all rgba 0.0 1.0 0.0 1.0
> +
> +uniform int index 1
> +draw arrays GL_PATCHES 0 6
> +probe all rgba 0.0 1.0 0.0 1.0
> +
> +uniform int index 2
> +draw arrays GL_PATCHES 0 6
> +probe all rgba 0.0 1.0 0.0 1.0
> +
> +uniform int index 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/variable-
> indexing/tes-input-array-dvec4-index-rd.shader_test
> b/tests/spec/arb_tessellation_shader/execution/variable-indexing/tes-
> input-array-dvec4-index-rd.shader_test
> new file mode 100644
> index 0000000..724b6ac
> --- /dev/null
> +++ b/tests/spec/arb_tessellation_shader/execution/variable-
> indexing/tes-input-array-dvec4-index-rd.shader_test
> @@ -0,0 +1,93 @@
> +[require]
> +GLSL >= 1.50
> +GL_ARB_tessellation_shader
> +GL_ARB_gpu_shader_fp64
> +
> +[vertex shader]
> +in vec4 vertex;
> +
> +void main()
> +{
> + gl_Position = vertex;
> +}
> +
> +
> +[tessellation control shader]
> +#extension GL_ARB_tessellation_shader: require
> +#extension GL_ARB_gpu_shader_fp64: require
> +layout(vertices = 3) out;
> +
> +out block {
> + dvec4 tcs_var0[4];
> +} blk[];
> +
> +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);
> + blk[gl_InvocationID].tcs_var0[0] = dvec4(1.0LF, 0.0LF,
> 0.0LF, 1.0LF);
> + blk[gl_InvocationID].tcs_var0[1] = dvec4(0.0LF, 1.0LF,
> 0.0LF, 1.0LF);
> + blk[gl_InvocationID].tcs_var0[2] = dvec4(0.0LF, 0.0LF,
> 1.0LF, 1.0LF);
> + blk[gl_InvocationID].tcs_var0[3] = dvec4(1.0LF, 1.0LF,
> 0.0LF, 1.0LF);
> +}
> +
> +
> +[tessellation evaluation shader]
> +#extension GL_ARB_tessellation_shader: require
> +#extension GL_ARB_gpu_shader_fp64: require
> +layout(triangles) in;
> +
> +uniform int index;
> +in block {
> + dvec4 tcs_var0[4];
> +} blk[];
> +
> +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 = vec4(blk[0].tcs_var0[index]);
> +}
> +
> +
> +[fragment shader]
> +#extension GL_ARB_gpu_shader_fp64: require
> +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
> +
> +uniform int index 0
> +draw arrays GL_PATCHES 0 6
> +probe all rgba 1.0 0.0 0.0 1.0
> +
> +uniform int index 1
> +draw arrays GL_PATCHES 0 6
> +probe all rgba 0.0 1.0 0.0 1.0
> +
> +uniform int index 2
> +draw arrays GL_PATCHES 0 6
> +probe all rgba 0.0 0.0 1.0 1.0
> +
> +uniform int index 3
> +draw arrays GL_PATCHES 0 6
> +probe all rgba 1.0 1.0 0.0 1.0
> diff --git a/tests/spec/arb_tessellation_shader/execution/variable-
> indexing/vs-output-array-dvec4-index-wr-before-tcs.shader_test
> b/tests/spec/arb_tessellation_shader/execution/variable-indexing/vs-
> output-array-dvec4-index-wr-before-tcs.shader_test
> new file mode 100644
> index 0000000..bfd91b6
> --- /dev/null
> +++ b/tests/spec/arb_tessellation_shader/execution/variable-
> indexing/vs-output-array-dvec4-index-wr-before-tcs.shader_test
> @@ -0,0 +1,103 @@
> +[require]
> +GLSL >= 1.50
> +GL_ARB_tessellation_shader
> +GL_ARB_gpu_shader_fp64
> +
> +[vertex shader]
> +#extension GL_ARB_gpu_shader_fp64: require
> +
> +uniform int index;
> +
> +in vec4 vertex;
> +
> +out block {
> + dvec4 vs_var0[4];
> +} blk;
> +
> +void main()
> +{
> + gl_Position = vertex;
> + blk.vs_var0[0] = dvec4(0.0LF);
> + blk.vs_var0[1] = dvec4(0.25LF);
> + blk.vs_var0[2] = dvec4(0.50LF);
> + blk.vs_var0[3] = dvec4(0.75LF);
> + blk.vs_var0[index] = dvec4(0.0LF, 1.0LF, 0.0LF, 1.0LF);
> +}
> +
> +
> +[tessellation control shader]
> +#extension GL_ARB_tessellation_shader: require
> +#extension GL_ARB_gpu_shader_fp64: require
> +layout(vertices = 3) out;
> +
> +uniform int index;
> +in block {
> + dvec4 vs_var0[4];
> +} blk[];
> +
> +out vec4 color[];
> +
> +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);
> +
> + color[gl_InvocationID] =
> vec4(blk[gl_InvocationID].vs_var0[index]);
> +}
> +
> +
> +[tessellation evaluation shader]
> +#extension GL_ARB_tessellation_shader: require
> +#extension GL_ARB_gpu_shader_fp64: require
> +layout(triangles) in;
> +
> +in vec4 color[];
> +out vec4 fs_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];
> +
> + fs_color = vec4(color[0]);
> +}
> +
> +
> +[fragment shader]
> +#extension GL_ARB_gpu_shader_fp64: require
> +in vec4 fs_color;
> +
> +void main()
> +{
> + gl_FragColor = fs_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
> +
> +uniform int index 0
> +draw arrays GL_PATCHES 0 6
> +probe all rgba 0.0 1.0 0.0 1.0
> +
> +uniform int index 1
> +draw arrays GL_PATCHES 0 6
> +probe all rgba 0.0 1.0 0.0 1.0
> +
> +uniform int index 2
> +draw arrays GL_PATCHES 0 6
> +probe all rgba 0.0 1.0 0.0 1.0
> +
> +uniform int index 3
> +draw arrays GL_PATCHES 0 6
> +probe all rgba 0.0 1.0 0.0 1.0
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