[Piglit] [PATCH 11/35] arb_gl_spirv: add basic test with two uniforms
Alejandro PiƱeiro
apinheiro at igalia.com
Thu Aug 9 11:35:50 UTC 2018
---
.../execution/uniform/two-uniforms.shader_test | 132 +++++++++++++++++++++
1 file changed, 132 insertions(+)
create mode 100644 tests/spec/arb_gl_spirv/execution/uniform/two-uniforms.shader_test
diff --git a/tests/spec/arb_gl_spirv/execution/uniform/two-uniforms.shader_test b/tests/spec/arb_gl_spirv/execution/uniform/two-uniforms.shader_test
new file mode 100644
index 000000000..5a6b6e7c4
--- /dev/null
+++ b/tests/spec/arb_gl_spirv/execution/uniform/two-uniforms.shader_test
@@ -0,0 +1,132 @@
+# Test a very simple VS-PS shader pipeline with two uniforms with
+# explicit location, using glsl as base.
+
+[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: 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 %base "base"
+ OpName %multiplier "multiplier"
+ OpDecorate %outcolor Location 0
+ OpDecorate %base Location 0
+ OpDecorate %multiplier Location 1
+ %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
+ %base = OpVariable %_ptr_UniformConstant_v4float UniformConstant
+ %multiplier = OpVariable %_ptr_UniformConstant_v4float UniformConstant
+ %main = OpFunction %void None %3
+ %5 = OpLabel
+ %12 = OpLoad %v4float %base
+ %14 = OpLoad %v4float %multiplier
+ %15 = OpFMul %v4float %12 %14
+ OpStore %outcolor %15
+ OpReturn
+ OpFunctionEnd
+
+[fragment shader]
+#version 450
+
+layout(location = 0) uniform vec4 base;
+layout(location = 1) uniform vec4 multiplier;
+
+layout(location = 0) out vec4 outcolor;
+
+void main() {
+ outcolor = base * multiplier;
+}
+
+[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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