[Piglit] [PATCH 12/25] arb_gl_spirv: add a small test with an array of uniforms

Alejandro PiƱeiro apinheiro at igalia.com
Tue Apr 17 14:37:18 UTC 2018


---
 .../execution/uniform/array.shader_test            | 137 +++++++++++++++++++++
 1 file changed, 137 insertions(+)
 create mode 100644 tests/spec/arb_gl_spirv/execution/uniform/array.shader_test

diff --git a/tests/spec/arb_gl_spirv/execution/uniform/array.shader_test b/tests/spec/arb_gl_spirv/execution/uniform/array.shader_test
new file mode 100644
index 000000000..54ac66b42
--- /dev/null
+++ b/tests/spec/arb_gl_spirv/execution/uniform/array.shader_test
@@ -0,0 +1,137 @@
+# Test a very simple VS-PS shader pipeline with an array of two
+# uniforms with explicit location.
+
+[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: 24
+; 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 %uniforms "uniforms"
+               OpDecorate %outcolor Location 0
+               OpDecorate %uniforms 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
+       %uint = OpTypeInt 32 0
+     %uint_2 = OpConstant %uint 2
+%_arr_v4float_uint_2 = OpTypeArray %v4float %uint_2
+%_ptr_UniformConstant__arr_v4float_uint_2 = OpTypePointer UniformConstant %_arr_v4float_uint_2
+   %uniforms = OpVariable %_ptr_UniformConstant__arr_v4float_uint_2 UniformConstant
+        %int = OpTypeInt 32 1
+      %int_0 = OpConstant %int 0
+%_ptr_UniformConstant_v4float = OpTypePointer UniformConstant %v4float
+      %int_1 = OpConstant %int 1
+       %main = OpFunction %void None %3
+          %5 = OpLabel
+         %18 = OpAccessChain %_ptr_UniformConstant_v4float %uniforms %int_0
+         %19 = OpLoad %v4float %18
+         %21 = OpAccessChain %_ptr_UniformConstant_v4float %uniforms %int_1
+         %22 = OpLoad %v4float %21
+         %23 = OpFMul %v4float %19 %22
+               OpStore %outcolor %23
+               OpReturn
+               OpFunctionEnd
+
+[fragment shader]
+#version 450
+
+layout(location = 0) uniform vec4 uniforms[2];
+
+layout(location = 0) out vec4 outcolor;
+
+void main() {
+    outcolor = uniforms[0] * uniforms[1];
+}
+
+[test]
+clear color 1.0 0.0 0.0 0.0
+clear
+
+uniform vec4 0 0.2 0.1 0.1 1.6
+uniform vec4 1 0.5 2.0 3.0 0.25
+
+draw rect -1 -1 2 2
+probe all rgba 0.1 0.2 0.3 0.4
-- 
2.14.1



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