[Piglit] [PATCH v2] glsl-1.10: test bug with lessThan() when the input expression has mixed sizes
Timothy Arceri
tarceri at itsqueeze.com
Wed Jun 27 22:28:40 UTC 2018
On 27/06/18 21:58, Tapani Pälli wrote:
> On 06/27/2018 02:43 PM, Timothy Arceri wrote:
>> ---
>>
>> V2: Fix some spelling typos and the commit description
>>
>> ...on-vec4-mixed-arithmetic-input.shader_test | 37 +++++++++++++++++++
>> 1 file changed, 37 insertions(+)
>> create mode 100644
>> tests/spec/glsl-1.10/execution/comparision-vec4-mixed-arithmetic-input.shader_test
>>
>>
>> diff --git
>> a/tests/spec/glsl-1.10/execution/comparision-vec4-mixed-arithmetic-input.shader_test
>> b/tests/spec/glsl-1.10/execution/comparision-vec4-mixed-arithmetic-input.shader_test
>>
>> new file mode 100644
>> index 000000000..78f0068a3
>> --- /dev/null
>> +++
>> b/tests/spec/glsl-1.10/execution/comparision-vec4-mixed-arithmetic-input.shader_test
>>
>> @@ -0,0 +1,37 @@
>> +# This exerises a bug found in a Doom shader were the lessThan()
>> comparision
>> +# was only done againsts a single component of the mixed arithmetic
>> expression
>
> here are some more typos to fix:
>
> were -> where
> exerises -> exercises
> comparision -> comparison
> againsts -> against
lol, thanks.
>
> For me running this throws following assert:
>
> shader_runner: ../src/compiler/glsl/ir.cpp:491:
> ir_expression::ir_expression(int, ir_rvalue*, ir_rvalue*): Assertion
> `op0->type == op1->type' failed.
>
> Is this the issue?
Yes, and in release builds the test fails. It seems to be a broken opt
somewhere:
(declare (temporary ) bvec4 lessThan_retval)
(declare (temporary ) vec4 x)
(assign (xyzw) (var_ref x) (expression vec4 + (swiz w (var_ref
b) )(swiz xyzw (var_ref a) )) )
(declare (temporary ) vec4 y)
(assign (xyzw) (var_ref y) (constant vec4 (0.000000 0.000000
0.000000 0.000000)) )
(assign (xyzw) (var_ref lessThan_retval) (expression bvec4 <
(var_ref x) (var_ref y) ) )
(declare (temporary ) bool any_retval)
(declare (temporary ) bvec4 v)
(assign (xyzw) (var_ref v) (var_ref lessThan_retval) )
(assign (x) (var_ref any_retval) (expression bool any_nequal
(var_ref v) (constant bvec4 (0 0 0 0)) ) )
(if (var_ref any_retval) (
(assign (xyzw) (var_ref gl_FragColor) (constant vec4
(1.000000 0.000000 0.000000 1.000000)) )
)
())
Turns into:
(if (expression bool any_nequal (swiz xxxx (expression bool < (swiz w
(var_ref b) )(expression vec4 neg (var_ref a) ) ) )(constant bvec4 (0 0
0 0)) ) (
(assign (xyzw) (var_ref gl_FragColor) (constant vec4
(1.000000 0.000000 0.000000 1.000000)) )
)
>
>> +# rather than all four components.
>> +
>> +[require]
>> +GLSL >= 1.10
>> +
>> +[vertex shader passthrough]
>> +
>> +[fragment shader]
>> +#version 110
>> +
>> +uniform vec4 a;
>> +uniform vec4 b;
>> +
>> +void main() {
>> + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
>> +
>> + if (any(lessThan(b.w + a.xyzw, vec4(0.0))))
>> + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
>> +}
>> +
>> +[test]
>> +clear color 0.1 0.1 0.1 0.1
>> +clear
>> +
>> +uniform vec4 a 0.5 0.5 0.5 -1.0
>> +uniform vec4 b 1.0 1.0 1.0 0.5
>> +draw rect -1 -1 2 2
>> +
>> +probe all rgba 1.0 0.0 0.0 1.0
>> +
>> +uniform vec4 a 0.5 0.5 0.5 -0.5
>> +uniform vec4 b 1.0 1.0 1.0 0.5
>> +draw rect -1 -1 2 2
>> +
>> +probe all rgba 0.0 1.0 0.0 1.0
>>
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