[Piglit] [PATCH 23/25] arb_gl_spirv: Add a test for an array of structs uniform
Alejandro PiƱeiro
apinheiro at igalia.com
Tue Apr 17 14:37:29 UTC 2018
From: Neil Roberts <nroberts at igalia.com>
---
.../execution/uniform/struct-array.shader_test | 140 +++++++++++++++++++++
1 file changed, 140 insertions(+)
create mode 100644 tests/spec/arb_gl_spirv/execution/uniform/struct-array.shader_test
diff --git a/tests/spec/arb_gl_spirv/execution/uniform/struct-array.shader_test b/tests/spec/arb_gl_spirv/execution/uniform/struct-array.shader_test
new file mode 100644
index 000000000..b237c1c77
--- /dev/null
+++ b/tests/spec/arb_gl_spirv/execution/uniform/struct-array.shader_test
@@ -0,0 +1,140 @@
+# Tests an array of structs with an explicit uniform location
+
+[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: 60
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %main "main" %color
+ OpExecutionMode %main OriginLowerLeft
+ OpSource GLSL 450
+ OpName %main "main"
+ OpName %color "color"
+ OpName %i "i"
+ OpName %_ ""
+ OpMemberName %_ 0 "r"
+ OpMemberName %_ 1 "g"
+ OpMemberName %_ 2 "b"
+ OpName %parts "parts"
+ OpDecorate %color Location 0
+ OpDecorate %parts Location 0
+ %void = OpTypeVoid
+ %3 = OpTypeFunction %void
+ %float = OpTypeFloat 32
+ %v4float = OpTypeVector %float 4
+%_ptr_Output_v4float = OpTypePointer Output %v4float
+ %color = OpVariable %_ptr_Output_v4float Output
+ %float_0 = OpConstant %float 0
+ %float_1 = OpConstant %float 1
+ %12 = OpConstantComposite %v4float %float_0 %float_0 %float_0 %float_1
+ %int = OpTypeInt 32 1
+%_ptr_Function_int = OpTypePointer Function %int
+ %int_0 = OpConstant %int 0
+ %int_2 = OpConstant %int 2
+ %bool = OpTypeBool
+ %_ = OpTypeStruct %float %float %float
+ %uint = OpTypeInt 32 0
+ %uint_2 = OpConstant %uint 2
+%_arr___uint_2 = OpTypeArray %_ %uint_2
+%_ptr_UniformConstant__arr___uint_2 = OpTypePointer UniformConstant %_arr___uint_2
+ %parts = OpVariable %_ptr_UniformConstant__arr___uint_2 UniformConstant
+%_ptr_UniformConstant_float = OpTypePointer UniformConstant %float
+ %uint_0 = OpConstant %uint 0
+%_ptr_Output_float = OpTypePointer Output %float
+ %int_1 = OpConstant %int 1
+ %uint_1 = OpConstant %uint 1
+ %main = OpFunction %void None %3
+ %5 = OpLabel
+ %i = OpVariable %_ptr_Function_int Function
+ OpStore %color %12
+ OpStore %i %int_0
+ OpBranch %17
+ %17 = OpLabel
+ OpLoopMerge %19 %20 None
+ OpBranch %21
+ %21 = OpLabel
+ %22 = OpLoad %int %i
+ %25 = OpSLessThan %bool %22 %int_2
+ OpBranchConditional %25 %18 %19
+ %18 = OpLabel
+ %32 = OpLoad %int %i
+ %34 = OpAccessChain %_ptr_UniformConstant_float %parts %32 %int_0
+ %35 = OpLoad %float %34
+ %38 = OpAccessChain %_ptr_Output_float %color %uint_0
+ %39 = OpLoad %float %38
+ %40 = OpFAdd %float %39 %35
+ %41 = OpAccessChain %_ptr_Output_float %color %uint_0
+ OpStore %41 %40
+ %42 = OpLoad %int %i
+ %44 = OpAccessChain %_ptr_UniformConstant_float %parts %42 %int_1
+ %45 = OpLoad %float %44
+ %47 = OpAccessChain %_ptr_Output_float %color %uint_1
+ %48 = OpLoad %float %47
+ %49 = OpFAdd %float %48 %45
+ %50 = OpAccessChain %_ptr_Output_float %color %uint_1
+ OpStore %50 %49
+ %51 = OpLoad %int %i
+ %52 = OpAccessChain %_ptr_UniformConstant_float %parts %51 %int_2
+ %53 = OpLoad %float %52
+ %54 = OpAccessChain %_ptr_Output_float %color %uint_2
+ %55 = OpLoad %float %54
+ %56 = OpFAdd %float %55 %53
+ %57 = OpAccessChain %_ptr_Output_float %color %uint_2
+ OpStore %57 %56
+ OpBranch %20
+ %20 = OpLabel
+ %58 = OpLoad %int %i
+ %59 = OpIAdd %int %58 %int_1
+ OpStore %i %59
+ OpBranch %17
+ %19 = OpLabel
+ OpReturn
+ OpFunctionEnd
+
+[fragment shader]
+#version 450
+
+layout(location = 0) uniform struct {
+ float r;
+ float g;
+ float b;
+} parts[2];
+
+out vec4 color;
+
+void main()
+{
+ color = vec4(0.0, 0.0, 0.0, 1.0);
+
+ for (int i = 0; i < 2; i++) {
+ color.r += parts[i].r;
+ color.g += parts[i].g;
+ color.b += parts[i].b;
+ }
+}
+
+[test]
+clear color 0.2 0.2 0.2 0.2
+clear
+
+uniform float 0 0.1
+uniform float 1 0.2
+uniform float 2 0.3
+uniform float 3 0.4
+uniform float 4 0.5
+uniform float 5 0.6
+
+draw rect -1 -1 2 2
+probe all rgba 0.5 0.7 0.9 1.0
--
2.14.1
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