[Piglit] [PATCH v2 3/4] arb_gpu_shader5: add interpolateAt* tests with input in a struct
Nicolai Hähnle
nhaehnle at gmail.com
Tue Aug 1 10:51:32 UTC 2017
From: Nicolai Hähnle <nicolai.haehnle at amd.com>
The fact that this should be allowed was clarified in GLSL 4.60.
---
.../fs-interpolateAtCentroid-struct.shader_test | 59 ++++++++++++++++++++
.../fs-interpolateAtOffset-struct.shader_test | 63 ++++++++++++++++++++++
.../fs-interpolateAtSample-struct.shader_test | 59 ++++++++++++++++++++
3 files changed, 181 insertions(+)
create mode 100644 tests/spec/arb_gpu_shader5/execution/built-in-functions/fs-interpolateAtCentroid-struct.shader_test
create mode 100644 tests/spec/arb_gpu_shader5/execution/built-in-functions/fs-interpolateAtOffset-struct.shader_test
create mode 100644 tests/spec/arb_gpu_shader5/execution/built-in-functions/fs-interpolateAtSample-struct.shader_test
diff --git a/tests/spec/arb_gpu_shader5/execution/built-in-functions/fs-interpolateAtCentroid-struct.shader_test b/tests/spec/arb_gpu_shader5/execution/built-in-functions/fs-interpolateAtCentroid-struct.shader_test
new file mode 100644
index 0000000..081ba2b
--- /dev/null
+++ b/tests/spec/arb_gpu_shader5/execution/built-in-functions/fs-interpolateAtCentroid-struct.shader_test
@@ -0,0 +1,59 @@
+# From Section 8.13.2 (Interpolation Functions) of the GLSL 4.60 spec:
+#
+# "For all of the interpolation functions, interpolant must be an l-value
+# from an in declaration; this can include a variable, a block or
+# structure member, an array element, or some combination of these."
+#
+
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader5
+
+[vertex shader]
+in vec4 piglit_vertex;
+
+struct S {
+ vec3 a;
+ vec2 b; /* second variable to test that varying packing doesn't break anything */
+};
+
+out S vs2ps;
+
+void main()
+{
+ gl_Position = piglit_vertex;
+
+ vs2ps.a = piglit_vertex.xyz;
+ vs2ps.b = vec2(0.0, 1.0);
+}
+
+[fragment shader]
+#extension GL_ARB_gpu_shader5 : enable
+
+struct S {
+ vec3 a;
+ vec2 b;
+};
+
+in S vs2ps;
+
+out vec4 color;
+
+void main()
+{
+ /* All pixels are fully covered, so these should be the same. */
+ vec3 delta = vs2ps.a - interpolateAtCentroid(vs2ps.a);
+
+ if (delta != vec3(0.0)) {
+ color = vec4(1.0, delta.x + 0.5, delta.y + 0.5, delta.z + 0.5);
+ } else {
+ color = vec4(vs2ps.b.x, vs2ps.b.y, 0.0, 1.0);
+ }
+}
+
+[test]
+clear color 0.0 0.0 0.0 0.0
+clear
+
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
diff --git a/tests/spec/arb_gpu_shader5/execution/built-in-functions/fs-interpolateAtOffset-struct.shader_test b/tests/spec/arb_gpu_shader5/execution/built-in-functions/fs-interpolateAtOffset-struct.shader_test
new file mode 100644
index 0000000..93a507d
--- /dev/null
+++ b/tests/spec/arb_gpu_shader5/execution/built-in-functions/fs-interpolateAtOffset-struct.shader_test
@@ -0,0 +1,63 @@
+# From Section 8.13.2 (Interpolation Functions) of the GLSL 4.60 spec:
+#
+# "For all of the interpolation functions, interpolant must be an l-value
+# from an in declaration; this can include a variable, a block or
+# structure member, an array element, or some combination of these."
+#
+
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader5
+
+[vertex shader]
+in vec4 piglit_vertex;
+
+struct S {
+ vec3 a;
+ vec2 b; /* second variable to test that varying packing doesn't break anything */
+};
+
+out S vs2ps;
+
+void main()
+{
+ gl_Position = piglit_vertex;
+
+ vs2ps.a = piglit_vertex.xyz;
+ vs2ps.b = vec2(0.0, 1.0);
+}
+
+[fragment shader]
+#extension GL_ARB_gpu_shader5 : enable
+
+struct S {
+ vec3 a;
+ vec2 b;
+};
+
+in S vs2ps;
+
+uniform vec2 u_offset;
+
+out vec4 color;
+
+void main()
+{
+ /* u_offset is always 0, so these should be the same. */
+ vec3 delta = vs2ps.a - interpolateAtOffset(vs2ps.a, u_offset);
+
+ if (delta != vec3(0.0)) {
+ color = vec4(1.0, delta.x + 0.5, delta.y + 0.5, delta.z + 0.5);
+ } else {
+ color = vec4(vs2ps.b.x, vs2ps.b.y, 0.0, 1.0);
+ }
+}
+
+[test]
+clear color 0.0 0.0 0.0 0.0
+clear
+
+uniform vec2 u_offset 0 0
+
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
diff --git a/tests/spec/arb_gpu_shader5/execution/built-in-functions/fs-interpolateAtSample-struct.shader_test b/tests/spec/arb_gpu_shader5/execution/built-in-functions/fs-interpolateAtSample-struct.shader_test
new file mode 100644
index 0000000..4bb07e8
--- /dev/null
+++ b/tests/spec/arb_gpu_shader5/execution/built-in-functions/fs-interpolateAtSample-struct.shader_test
@@ -0,0 +1,59 @@
+# From Section 8.13.2 (Interpolation Functions) of the GLSL 4.60 spec:
+#
+# "For all of the interpolation functions, interpolant must be an l-value
+# from an in declaration; this can include a variable, a block or
+# structure member, an array element, or some combination of these."
+#
+
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader5
+
+[vertex shader]
+in vec4 piglit_vertex;
+
+struct S {
+ vec3 a;
+ vec2 b; /* second variable to test that varying packing doesn't break anything */
+};
+
+out S vs2ps;
+
+void main()
+{
+ gl_Position = piglit_vertex;
+
+ vs2ps.a = piglit_vertex.xyz;
+ vs2ps.b = vec2(0.0, 1.0);
+}
+
+[fragment shader]
+#extension GL_ARB_gpu_shader5 : enable
+
+struct S {
+ vec3 a;
+ vec2 b;
+};
+
+in S vs2ps;
+
+out vec4 color;
+
+void main()
+{
+ /* There is no multi-sampling, so these should be the same. */
+ vec3 delta = vs2ps.a - interpolateAtSample(vs2ps.a, 0);
+
+ if (delta != vec3(0.0)) {
+ color = vec4(1.0, delta.x + 0.5, delta.y + 0.5, delta.z + 0.5);
+ } else {
+ color = vec4(vs2ps.b.x, vs2ps.b.y, 0.0, 1.0);
+ }
+}
+
+[test]
+clear color 0.0 0.0 0.0 0.0
+clear
+
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
--
2.9.3
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