[Piglit] [PATCH] glsl-1.10: complex loop unrolling tests

Timothy Arceri timothy.arceri at collabora.com
Wed Sep 14 00:01:37 UTC 2016


These test so called complex loop unrolling in Mesa which just means
unrolling a loop with two exits where the trip count is only known
for one of the exits.
---
 .../execution/vs-loop-complex-unroll.shader_test   | 66 ++++++++++++++++++++++
 .../vs-loop-zero-iterations-two-exits.shader_test  | 41 ++++++++++++++
 .../vs-loop-zero-iterations-two-exits2.shader_test | 41 ++++++++++++++
 3 files changed, 148 insertions(+)
 create mode 100644 tests/spec/glsl-1.10/execution/vs-loop-complex-unroll.shader_test
 create mode 100644 tests/spec/glsl-1.10/execution/vs-loop-zero-iterations-two-exits.shader_test
 create mode 100644 tests/spec/glsl-1.10/execution/vs-loop-zero-iterations-two-exits2.shader_test

diff --git a/tests/spec/glsl-1.10/execution/vs-loop-complex-unroll.shader_test b/tests/spec/glsl-1.10/execution/vs-loop-complex-unroll.shader_test
new file mode 100644
index 0000000..fda74f9
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/vs-loop-complex-unroll.shader_test
@@ -0,0 +1,66 @@
+# This tests unrolling of a loop with two exit point where the trip count
+# of one of the exits is know and the other unknow (loop_count uniform).
+#
+# Here we test all possible outcomes for the loop and also add some
+# unreachable code to make sure it is not accessable after unrolling. 
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+uniform int loop_count;
+
+void main()
+{
+  gl_Position = gl_Vertex;
+
+  vec4 colour = vec4(1.0, 1.0, 1.0, 1.0);
+  vec4 colour2 = vec4(0.0, 0.0, 0.0, 1.0);
+  for (int i = 0; i < loop_count; i++) {
+     
+     if (i > 1) {
+        colour = vec4(1.0, 0.0, 0.0, 1.0);
+     }
+
+     if (i > 1) {
+        break;
+     }
+
+     colour = vec4(0.0, 1.0, 0.0, 1.0);
+
+     /* This should be unreachable */
+     if (i >= 2) {
+        colour2 = vec4(0.0, 1.0, 0.0, 1.0);
+     }
+  }
+
+  gl_FrontColor = colour + colour2;
+}
+
+[fragment shader]
+void main()
+{
+  gl_FragColor = gl_Color;
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+
+uniform int loop_count 4
+draw rect -1 -1 2 2
+probe all rgba 1.0 0.0 0.0 1.0
+
+uniform int loop_count 3
+draw rect -1 -1 2 2
+probe all rgba 1.0 0.0 0.0 1.0
+
+uniform int loop_count 2
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
+
+uniform int loop_count 1
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
+
+uniform int loop_count 0
+draw rect -1 -1 2 2
+probe all rgba 1.0 1.0 1.0 1.0
diff --git a/tests/spec/glsl-1.10/execution/vs-loop-zero-iterations-two-exits.shader_test b/tests/spec/glsl-1.10/execution/vs-loop-zero-iterations-two-exits.shader_test
new file mode 100644
index 0000000..00ea585
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/vs-loop-zero-iterations-two-exits.shader_test
@@ -0,0 +1,41 @@
+# This tests unrolling of a loop with two exit point where the trip count
+# of one of the exits is know to be zero and the other unknow
+# (loop_count uniform).
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+uniform int loop_count;
+
+void main()
+{
+  gl_Position = gl_Vertex;
+
+  vec4 colour = vec4(1.0, 0.0, 0.0, 1.0);
+
+  for (int i = 0; i < loop_count; i++) {
+     colour = vec4(0.0, 1.0, 0.0, 1.0);
+
+     if (i == 0)
+        break;
+  }
+
+  gl_FrontColor = colour;
+}
+
+[fragment shader]
+void main()
+{
+  gl_FragColor = gl_Color;
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+
+uniform int loop_count 1
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
+
+uniform int loop_count 0
+draw rect -1 -1 2 2
+probe all rgba 1.0 0.0 0.0 1.0
diff --git a/tests/spec/glsl-1.10/execution/vs-loop-zero-iterations-two-exits2.shader_test b/tests/spec/glsl-1.10/execution/vs-loop-zero-iterations-two-exits2.shader_test
new file mode 100644
index 0000000..d458e0e
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/vs-loop-zero-iterations-two-exits2.shader_test
@@ -0,0 +1,41 @@
+# This tests unrolling of a loop with two exit point where the trip count
+# of one of the exits is know to be zero and the other unknow
+# (loop_count uniform).
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+uniform int loop_count;
+
+void main()
+{
+  gl_Position = gl_Vertex;
+
+  vec4 colour = vec4(1.0, 0.0, 0.0, 1.0);
+
+  for (int i = 0; i < 0; i++) {
+     colour = vec4(0.0, 1.0, 0.0, 1.0);
+
+     if (i == loop_count)
+        break;
+  }
+
+  gl_FrontColor = colour;
+}
+
+[fragment shader]
+void main()
+{
+  gl_FragColor = gl_Color;
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+
+uniform int loop_count 1
+draw rect -1 -1 2 2
+probe all rgba 1.0 0.0 0.0 1.0
+
+uniform int loop_count 0
+draw rect -1 -1 2 2
+probe all rgba 1.0 0.0 0.0 1.0
-- 
2.7.4



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