[Piglit] [PATCH] arb_enhanced_layouts: test packing of floats in the same slots as an array

Timothy Arceri tarceri at itsqueeze.com
Tue Oct 10 12:44:10 UTC 2017


On 10/10/17 23:39, Ilia Mirkin wrote:
> It's traditional for green to mean good, red to mean bad. You have those 
> flipped here.

Right. I'd fixed this locally but forgot to commit before sending.

> 
> On Oct 10, 2017 2:58 AM, "Timothy Arceri" <tarceri at itsqueeze.com 
> <mailto:tarceri at itsqueeze.com>> wrote:
> 
>     This test causes an assert to be thrown on i965 currently.
>     ---
>       ...fs-array-interleave-single-location.shader_test | 93
>     ++++++++++++++++++++++
>       1 file changed, 93 insertions(+)
>       create mode 100644
>     tests/spec/arb_enhanced_layouts/execution/component-layout/vs-to-fs-array-interleave-single-location.shader_test
> 
>     diff --git
>     a/tests/spec/arb_enhanced_layouts/execution/component-layout/vs-to-fs-array-interleave-single-location.shader_test
>     b/tests/spec/arb_enhanced_layouts/execution/component-layout/vs-to-fs-array-interleave-single-location.shader_test
>     new file mode 100644
>     index 000000000..43b6a05e8
>     --- /dev/null
>     +++
>     b/tests/spec/arb_enhanced_layouts/execution/component-layout/vs-to-fs-array-interleave-single-location.shader_test
>     @@ -0,0 +1,93 @@
>     +# Test for successful interleaving of components in arrays with a
>     single float
>     +# between vertex and fragment shaders.
>     +
>     +[require]
>     +GLSL >= 1.40
>     +GL_ARB_enhanced_layouts
>     +GL_ARB_separate_shader_objects
>     +
>     +[vertex shader]
>     +#version 140
>     +#extension GL_ARB_enhanced_layouts: require
>     +#extension GL_ARB_separate_shader_objects: require
>     +
>     +// consume X/Y/Z components of 6 vectors
>     +layout(location = 0) out vec3 a[6];
>     +
>     +// consumes W component of 6 vectors
>     +layout(location = 0, component = 3) out float b;
>     +layout(location = 1, component = 3) out float c;
>     +layout(location = 2, component = 3) out float d;
>     +layout(location = 3, component = 3) out float e;
>     +layout(location = 4, component = 3) out float f;
>     +layout(location = 5, component = 3) out float g;
>     +
>     +in vec4 piglit_vertex;
>     +
>     +void main()
>     +{
>     +  a[0] = vec3(0.0);
>     +  a[1] = vec3(1.0);
>     +  a[2] = vec3(2.0);
>     +  a[3] = vec3(3.0);
>     +  a[4] = vec3(4.0);
>     +  a[5] = vec3(5.0);
>     +  b = 6.0;
>     +  c = 7.0;
>     +  d = 8.0;
>     +  e = 9.0;
>     +  f = 10.0;
>     +  g = 11.0;
>     +
>     +  gl_Position = piglit_vertex;
>     +}
>     +
>     +[fragment shader]
>     +#version 140
>     +#extension GL_ARB_enhanced_layouts: require
>     +#extension GL_ARB_separate_shader_objects: require
>     +
>     +out vec4 color;
>     +
>     +// consume X/Y/Z components of 6 vectors
>     +layout(location = 0) in vec3 a[6];
>     +
>     +// consumes W component of 6 vectors
>     +layout(location = 0, component = 3) in float b;
>     +layout(location = 1, component = 3) in float c;
>     +layout(location = 2, component = 3) in float d;
>     +layout(location = 3, component = 3) in float e;
>     +layout(location = 4, component = 3) in float f;
>     +layout(location = 5, component = 3) in float g;
>     +
>     +void main()
>     +{
>     +  color = vec4(1, 0, 0, 1);
>     +
>     +  for (int i = 0; i < 6; i++) {
>     +    if (a[i] != vec3(float(i)))
>     +      color = vec4(0, 1, 0, 1);
>     +  }
>     +
>     +    if (b != 6.0)
>     +      color = vec4(0, 1, 0, 1);
>     +
>     +    if (c != 7.0)
>     +      color = vec4(0, 1, 0, 1);
>     +
>     +    if (d != 8.0)
>     +      color = vec4(0, 1, 0, 1);
>     +
>     +    if (e != 9.0)
>     +      color = vec4(0, 1, 0, 1);
>     +
>     +    if (f != 10.0)
>     +      color = vec4(0, 1, 0, 1);
>     +
>     +    if (g != 11.0)
>     +      color = vec4(0, 1, 0, 1);
>     +}
>     +
>     +[test]
>     +draw rect -1 -1 2 2
>     +probe all rgb 1 0 0
>     --
>     2.13.6
> 
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