[Piglit] [PATCH 09/25] arb_gl_spirv: basic uniform test with names still present
Alejandro Piñeiro
apinheiro at igalia.com
Tue Apr 17 14:37:15 UTC 2018
From: Nicolai Hähnle <nicolai.haehnle at amd.com>
Signed-off-by: Nicolai Hähnle <nicolai.haehnle at amd.com>
Signed-off-by: Neil Roberts <nroberts at igalia.com>
---
.../execution/uniform/simple.shader_test | 124 +++++++++++++++++++++
1 file changed, 124 insertions(+)
create mode 100644 tests/spec/arb_gl_spirv/execution/uniform/simple.shader_test
diff --git a/tests/spec/arb_gl_spirv/execution/uniform/simple.shader_test b/tests/spec/arb_gl_spirv/execution/uniform/simple.shader_test
new file mode 100644
index 000000000..5f2fdf293
--- /dev/null
+++ b/tests/spec/arb_gl_spirv/execution/uniform/simple.shader_test
@@ -0,0 +1,124 @@
+# Test a very simple VS-PS shader pipeline with one uniform
+
+[require]
+SPIRV YES
+GL >= 3.3
+GLSL >= 4.50
+
+[vertex shader spirv]
+; Automatically generated from the GLSL by shader_test_spirv.py. DO NOT EDIT
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 4
+; Bound: 24
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Vertex %main "main" %_ %piglit_vertex %gl_VertexID %gl_InstanceID
+ OpSource GLSL 450
+ OpName %main "main"
+ OpName %gl_PerVertex "gl_PerVertex"
+ OpMemberName %gl_PerVertex 0 "gl_Position"
+ OpMemberName %gl_PerVertex 1 "gl_PointSize"
+ OpMemberName %gl_PerVertex 2 "gl_ClipDistance"
+ OpMemberName %gl_PerVertex 3 "gl_CullDistance"
+ OpName %_ ""
+ OpName %piglit_vertex "piglit_vertex"
+ OpName %gl_VertexID "gl_VertexID"
+ OpName %gl_InstanceID "gl_InstanceID"
+ OpMemberDecorate %gl_PerVertex 0 BuiltIn Position
+ OpMemberDecorate %gl_PerVertex 1 BuiltIn PointSize
+ OpMemberDecorate %gl_PerVertex 2 BuiltIn ClipDistance
+ OpMemberDecorate %gl_PerVertex 3 BuiltIn CullDistance
+ OpDecorate %gl_PerVertex Block
+ OpDecorate %piglit_vertex Location 0
+ OpDecorate %gl_VertexID BuiltIn VertexId
+ OpDecorate %gl_InstanceID BuiltIn InstanceId
+ %void = OpTypeVoid
+ %3 = OpTypeFunction %void
+ %float = OpTypeFloat 32
+ %v4float = OpTypeVector %float 4
+ %uint = OpTypeInt 32 0
+ %uint_1 = OpConstant %uint 1
+%_arr_float_uint_1 = OpTypeArray %float %uint_1
+%gl_PerVertex = OpTypeStruct %v4float %float %_arr_float_uint_1 %_arr_float_uint_1
+%_ptr_Output_gl_PerVertex = OpTypePointer Output %gl_PerVertex
+ %_ = OpVariable %_ptr_Output_gl_PerVertex Output
+ %int = OpTypeInt 32 1
+ %int_0 = OpConstant %int 0
+%_ptr_Input_v4float = OpTypePointer Input %v4float
+%piglit_vertex = OpVariable %_ptr_Input_v4float Input
+%_ptr_Output_v4float = OpTypePointer Output %v4float
+%_ptr_Input_int = OpTypePointer Input %int
+%gl_VertexID = OpVariable %_ptr_Input_int Input
+%gl_InstanceID = OpVariable %_ptr_Input_int Input
+ %main = OpFunction %void None %3
+ %5 = OpLabel
+ %18 = OpLoad %v4float %piglit_vertex
+ %20 = OpAccessChain %_ptr_Output_v4float %_ %int_0
+ OpStore %20 %18
+ OpReturn
+ OpFunctionEnd
+
+[vertex shader]
+#version 450
+
+layout(location = 0) in vec4 piglit_vertex;
+
+void main() {
+ gl_Position = piglit_vertex;
+}
+
+[fragment shader spirv]
+; Automatically generated from the GLSL by shader_test_spirv.py. DO NOT EDIT
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 4
+; Bound: 13
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %main "main" %outcolor
+ OpExecutionMode %main OriginLowerLeft
+ OpSource GLSL 450
+ OpName %main "main"
+ OpName %outcolor "outcolor"
+ OpName %color "color"
+ OpDecorate %outcolor Location 0
+ OpDecorate %color Location 0
+ %void = OpTypeVoid
+ %3 = OpTypeFunction %void
+ %float = OpTypeFloat 32
+ %v4float = OpTypeVector %float 4
+%_ptr_Output_v4float = OpTypePointer Output %v4float
+ %outcolor = OpVariable %_ptr_Output_v4float Output
+%_ptr_UniformConstant_v4float = OpTypePointer UniformConstant %v4float
+ %color = OpVariable %_ptr_UniformConstant_v4float UniformConstant
+ %main = OpFunction %void None %3
+ %5 = OpLabel
+ %12 = OpLoad %v4float %color
+ OpStore %outcolor %12
+ OpReturn
+ OpFunctionEnd
+
+[fragment shader]
+#version 450
+
+layout(location = 0) uniform vec4 color;
+
+layout(location = 0) out vec4 outcolor;
+
+void main() {
+ outcolor = color;
+}
+
+[test]
+clear color 1.0 0.0 0.0 0.0
+clear
+
+uniform vec4 0 0.0 1.0 0.0 1.0
+
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
--
2.14.1
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