[Piglit] [PATCH v2 1/2] Test multiple inout parameters with indirect array indexing
Juan A. Suarez Romero
jasuarez at igalia.com
Mon May 9 14:51:07 UTC 2016
---
...vs-inout-index-inout-mat2-col-array.shader_test | 35 +++++++++++++++++++++
...ndex-inout-vec4-array-element-array.shader_test | 36 ++++++++++++++++++++++
2 files changed, 71 insertions(+)
create mode 100644 tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-col-array.shader_test
create mode 100644 tests/shaders/out-parameter-indexing/vs-inout-index-inout-vec4-array-element-array.shader_test
diff --git a/tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-col-array.shader_test b/tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-col-array.shader_test
new file mode 100644
index 0000000..14c5142
--- /dev/null
+++ b/tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-col-array.shader_test
@@ -0,0 +1,35 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int u = 1;
+varying vec4 color;
+
+void func(inout int i, inout float f)
+{
+ i = 0;
+ f = 1.;
+}
+
+void main()
+{
+ mat2 m = mat2(0.);
+ ivec4[] n = ivec4[](ivec4(0, 1, 1, 1), ivec4(1, 0, 0, 0));
+ int i = u;
+
+ func(i, m[n[i].x][1]);
+ color = vec4(m[1].x, m[1].y, m[0].x, m[0].y);
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = color;
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgb 0. 1. 0.
diff --git a/tests/shaders/out-parameter-indexing/vs-inout-index-inout-vec4-array-element-array.shader_test b/tests/shaders/out-parameter-indexing/vs-inout-index-inout-vec4-array-element-array.shader_test
new file mode 100644
index 0000000..162ed51
--- /dev/null
+++ b/tests/shaders/out-parameter-indexing/vs-inout-index-inout-vec4-array-element-array.shader_test
@@ -0,0 +1,36 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+
+uniform int u = 1;
+varying vec4 color;
+
+void func(inout int i, inout float f)
+{
+ i = 0;
+ f = 1.;
+}
+
+void main()
+{
+ vec4 v[] = vec4[](vec4(0.), vec4(0.));
+ int w[] = int[](1, 0, 0, 0);
+ int i = u;
+
+ func(i, v[1][w[i]]);
+ color = v[1];
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = color;
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgb 1. 0. 0.
--
2.5.5
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