[Piglit] [PATCH 20/25] arb_gl_spirv: Add a test for non-sequential explicit uniform locations
Alejandro Piñeiro
apinheiro at igalia.com
Tue Apr 17 14:37:26 UTC 2018
From: Neil Roberts <nroberts at igalia.com>
Tests using two uniforms that have explicit uniform locations with a
gap between them.
---
.../uniform/nonsequential-locations.shader_test | 69 ++++++++++++++++++++++
1 file changed, 69 insertions(+)
create mode 100644 tests/spec/arb_gl_spirv/execution/uniform/nonsequential-locations.shader_test
diff --git a/tests/spec/arb_gl_spirv/execution/uniform/nonsequential-locations.shader_test b/tests/spec/arb_gl_spirv/execution/uniform/nonsequential-locations.shader_test
new file mode 100644
index 000000000..a5be8e621
--- /dev/null
+++ b/tests/spec/arb_gl_spirv/execution/uniform/nonsequential-locations.shader_test
@@ -0,0 +1,69 @@
+# Test using explicit uniform locations that aren’t sequential. Ie,
+# there is a gap between them.
+
+[require]
+SPIRV YES
+GL >= 3.3
+GLSL >= 4.50
+
+[vertex shader passthrough]
+
+[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: 16
+; 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 %part1 "part1"
+ OpName %part2 "part2"
+ OpDecorate %outcolor Location 0
+ OpDecorate %part1 Location 3
+ OpDecorate %part2 Location 5
+ %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
+ %part1 = OpVariable %_ptr_UniformConstant_v4float UniformConstant
+ %part2 = OpVariable %_ptr_UniformConstant_v4float UniformConstant
+ %main = OpFunction %void None %3
+ %5 = OpLabel
+ %12 = OpLoad %v4float %part1
+ %14 = OpLoad %v4float %part2
+ %15 = OpFAdd %v4float %12 %14
+ OpStore %outcolor %15
+ OpReturn
+ OpFunctionEnd
+
+[fragment shader]
+#version 450
+
+layout(location = 3) uniform vec4 part1;
+layout(location = 5) uniform vec4 part2;
+
+layout(location = 0) out vec4 outcolor;
+
+void main() {
+ outcolor = part1 + part2;
+}
+
+[test]
+clear color 1.0 0.0 0.0 0.0
+clear
+
+uniform vec4 3 0.1 0.15 0.2 0.25
+uniform vec4 5 0.3 0.35 0.4 0.45
+
+draw rect -1 -1 2 2
+probe all rgba 0.4 0.5 0.6 0.7
--
2.14.1
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