[Piglit] [PATCH 14/24] arb_gl_spirv: uniform sampler2D
Alejandro PiƱeiro
apinheiro at igalia.com
Wed Jun 20 12:40:49 UTC 2018
---
.../execution/uniform/sampler2d.shader_test | 70 ++++++++++++++++++++++
1 file changed, 70 insertions(+)
create mode 100644 tests/spec/arb_gl_spirv/execution/uniform/sampler2d.shader_test
diff --git a/tests/spec/arb_gl_spirv/execution/uniform/sampler2d.shader_test b/tests/spec/arb_gl_spirv/execution/uniform/sampler2d.shader_test
new file mode 100644
index 000000000..cb0fa50cc
--- /dev/null
+++ b/tests/spec/arb_gl_spirv/execution/uniform/sampler2d.shader_test
@@ -0,0 +1,70 @@
+[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: 19
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %main "main" %fragColor
+ OpExecutionMode %main OriginLowerLeft
+ OpSource GLSL 450
+ OpName %main "main"
+ OpName %fragColor "fragColor"
+ OpName %tex2D "tex2D"
+ OpDecorate %fragColor Location 0
+ OpDecorate %tex2D Location 0
+ OpDecorate %tex2D DescriptorSet 0
+ %void = OpTypeVoid
+ %3 = OpTypeFunction %void
+ %float = OpTypeFloat 32
+ %v4float = OpTypeVector %float 4
+%_ptr_Output_v4float = OpTypePointer Output %v4float
+ %fragColor = OpVariable %_ptr_Output_v4float Output
+ %10 = OpTypeImage %float 2D 0 0 0 1 Unknown
+ %11 = OpTypeSampledImage %10
+%_ptr_UniformConstant_11 = OpTypePointer UniformConstant %11
+ %tex2D = OpVariable %_ptr_UniformConstant_11 UniformConstant
+ %v2float = OpTypeVector %float 2
+ %float_0_25 = OpConstant %float 0.25
+ %17 = OpConstantComposite %v2float %float_0_25 %float_0_25
+ %main = OpFunction %void None %3
+ %5 = OpLabel
+ %14 = OpLoad %11 %tex2D
+ %18 = OpImageSampleImplicitLod %v4float %14 %17
+ OpStore %fragColor %18
+ OpReturn
+ OpFunctionEnd
+
+[fragment shader]
+#version 450
+
+layout (location = 0) out vec4 fragColor;
+
+layout (location = 0) uniform sampler2D tex2D;
+
+void main()
+{
+ fragColor = texture(tex2D, vec2(0.25));
+}
+
+[test]
+uniform int 0 0
+texture checkerboard 0 0 (32, 32) (0.0, 1.0, 0.0, 1.0) (1.0, 0.0, 0.0, 1.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+clear
+clear color 0.0 0.0 1.0 0.0
+
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
--
2.14.1
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