[Piglit] [PATCH 15/15] arb_tessellation_shader: add a test with an array in a struct in a per-vertex TCS out

Timothy Arceri tarceri at itsqueeze.com
Wed Apr 4 01:16:31 UTC 2018



On 27/03/18 10:32, Marek Olšák wrote:
> From: Nicolai Hähnle <nicolai.haehnle at amd.com>
> 
> This currently hits a bug in Mesa's GLSL-to-TGSI conversion.
> ---
>   .../tcs-tes-array-in-struct.shader_test            | 78 ++++++++++++++++++++++
>   1 file changed, 78 insertions(+)
>   create mode 100644 tests/spec/arb_tessellation_shader/execution/variable-indexing/tcs-tes-array-in-struct.shader_test
> 
> diff --git a/tests/spec/arb_tessellation_shader/execution/variable-indexing/tcs-tes-array-in-struct.shader_test b/tests/spec/arb_tessellation_shader/execution/variable-indexing/tcs-tes-array-in-struct.shader_test
> new file mode 100644
> index 000000000..8611bdfa7
> --- /dev/null
> +++ b/tests/spec/arb_tessellation_shader/execution/variable-indexing/tcs-tes-array-in-struct.shader_test
> @@ -0,0 +1,78 @@
> +[require]
> +GLSL >= 1.50
> +GL_ARB_tessellation_shader
> +
> +[vertex shader passthrough]
> +
> +[tessellation control shader]
> +#version 150
> +#extension GL_ARB_tessellation_shader : require
> +
> +layout(vertices = 4) out;
> +
> +struct S {
> +    int v[2];
> +};
> +
> +out S tcs_tes_s[];
> +
> +void main()
> +{
> +    for (int i = 0; i < 2; ++i)
> +       tcs_tes_s[gl_InvocationID].v[i] = gl_InvocationID * 2 + i;
> +
> +//    gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;

remove ???


> +    gl_TessLevelOuter = float[4](3.0, 3.0, 3.0, 3.0);
> +    gl_TessLevelInner = float[2](3.0, 3.0);
> +}
> +
> +[tessellation evaluation shader]
> +#version 150
> +#extension GL_ARB_tessellation_shader : require
> +
> +layout(quads, equal_spacing) in;
> +
> +struct S {
> +    int v[2];
> +};
> +
> +in S tcs_tes_s[];
> +
> +out vec4 color;
> +
> +void main()
> +{
> +    gl_Position = vec4(gl_TessCoord.xy * 2 - 1, 0, 1);
> +
> +    for (int i = 0; i < 4; ++i) {
> +        for (int j = 0; j < 2; ++j) {
> +            int expected = i * 2 + j;
> +            int actual = tcs_tes_s[i].v[j];
> +            if (expected != actual) {
> +                color = vec4(1.0, float(expected) / 255.0, float(actual) / 255.0, 0.0);
> +                return;
> +            }
> +        }
> +    }
> +
> +    color = vec4(0.0, 1.0, 0.0, 1.0);
> +}
> +
> +[fragment shader]
> +#version 150
> +in vec4 color;
> +out vec4 outcolor;
> +
> +void main()
> +{
> +    outcolor = color;
> +}
> +
> +[test]
> +clear color 0.5 0.5 0.5 0.5
> +clear
> +
> +patch parameter vertices 1
> +draw arrays GL_PATCHES 0 1
> +
> +probe all rgba 0 1 0 1
> 


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