[Piglit] [PATCH v2 10/17] arb_gl_spirv: Add tests for UBOs with explicit offsets
Alejandro Piñeiro
apinheiro at igalia.com
Thu Sep 27 09:55:00 UTC 2018
From: Neil Roberts <nroberts at igalia.com>
Adds two tests, one which has an explicit offset in GLSL using the
layout(offset) decoration on an interface member, and another which
has a struct embedded in an interface. On SPIR-V it is possible to set
an explicit offset even within this embedded struct.
---
.../ubo/explicit-offset-nested-struct.shader_test | 81 ++++++++++++++++++++++
.../execution/ubo/explicit-offset.shader_test | 80 +++++++++++++++++++++
2 files changed, 161 insertions(+)
create mode 100644 tests/spec/arb_gl_spirv/execution/ubo/explicit-offset-nested-struct.shader_test
create mode 100644 tests/spec/arb_gl_spirv/execution/ubo/explicit-offset.shader_test
diff --git a/tests/spec/arb_gl_spirv/execution/ubo/explicit-offset-nested-struct.shader_test b/tests/spec/arb_gl_spirv/execution/ubo/explicit-offset-nested-struct.shader_test
new file mode 100644
index 000000000..7c3514e45
--- /dev/null
+++ b/tests/spec/arb_gl_spirv/execution/ubo/explicit-offset-nested-struct.shader_test
@@ -0,0 +1,81 @@
+# Test a UBO with a member at an explicit offset. The member is itself
+# a struct with its own explicit offset.
+
+[require]
+SPIRV ONLY
+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; 7
+; Bound: 20
+; 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 %InnerThing "InnerThing"
+ OpMemberName %InnerThing 0 "ignored"
+ OpMemberName %InnerThing 1 "a"
+ OpName %Block "Block"
+ OpMemberName %Block 0 "thing"
+ OpName %_ ""
+ OpDecorate %outcolor Location 0
+ OpMemberDecorate %InnerThing 0 Offset 0
+ OpMemberDecorate %InnerThing 1 Offset 64
+ OpMemberDecorate %Block 0 Offset 64
+ OpDecorate %Block Block
+ OpDecorate %_ DescriptorSet 0
+ OpDecorate %_ Binding 0
+ %void = OpTypeVoid
+ %3 = OpTypeFunction %void
+ %float = OpTypeFloat 32
+ %v4float = OpTypeVector %float 4
+%_ptr_Output_v4float = OpTypePointer Output %v4float
+ %outcolor = OpVariable %_ptr_Output_v4float Output
+ %InnerThing = OpTypeStruct %float %v4float
+ %Block = OpTypeStruct %InnerThing
+%_ptr_Uniform_Block = OpTypePointer Uniform %Block
+ %_ = OpVariable %_ptr_Uniform_Block Uniform
+ %int = OpTypeInt 32 1
+ %int_0 = OpConstant %int 0
+ %int_1 = OpConstant %int 1
+%_ptr_Uniform_v4float = OpTypePointer Uniform %v4float
+ %main = OpFunction %void None %3
+ %5 = OpLabel
+ %18 = OpAccessChain %_ptr_Uniform_v4float %_ %int_0 %int_1
+ %19 = OpLoad %v4float %18
+ OpStore %outcolor %19
+ OpReturn
+ OpFunctionEnd
+
+[test]
+clear color 0.8 0.0 0.0 1.0
+
+# Set the value at a few locations. This shouldn’t affect the result
+# unless the shader is ignoring the offset.
+block binding 0
+block offset 0
+uniform vec4 a 0.9 0.0 0.0 1.0
+block offset 64
+uniform vec4 a 0.9 0.0 0.0 1.0
+block offset 80
+uniform vec4 a 0.9 0.0 0.0 1.0
+
+block offset 128
+uniform vec4 a 0.0 1.0 0.0 1.0
+
+verify program_interface_query GL_UNIFORM_BLOCK Block GL_BUFFER_DATA_SIZE 144
+verify program_query GL_ACTIVE_UNIFORMS 2
+
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
+
diff --git a/tests/spec/arb_gl_spirv/execution/ubo/explicit-offset.shader_test b/tests/spec/arb_gl_spirv/execution/ubo/explicit-offset.shader_test
new file mode 100644
index 000000000..38c58fff1
--- /dev/null
+++ b/tests/spec/arb_gl_spirv/execution/ubo/explicit-offset.shader_test
@@ -0,0 +1,80 @@
+# Test a UBO with a member at an explicit offset
+
+[require]
+SPIRV YES
+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; 7
+; Bound: 18
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %main "main" %outcolor
+ OpExecutionMode %main OriginLowerLeft
+ OpSource GLSL 450
+ OpName %_ ""
+ OpDecorate %outcolor Location 0
+ OpMemberDecorate %Block 0 Offset 16
+ OpDecorate %Block Block
+ OpDecorate %_ DescriptorSet 0
+ OpDecorate %_ Binding 0
+ %void = OpTypeVoid
+ %3 = OpTypeFunction %void
+ %float = OpTypeFloat 32
+ %v4float = OpTypeVector %float 4
+%_ptr_Output_v4float = OpTypePointer Output %v4float
+ %outcolor = OpVariable %_ptr_Output_v4float Output
+ %Block = OpTypeStruct %v4float
+%_ptr_Uniform_Block = OpTypePointer Uniform %Block
+ %_ = OpVariable %_ptr_Uniform_Block Uniform
+ %int = OpTypeInt 32 1
+ %int_0 = OpConstant %int 0
+%_ptr_Uniform_v4float = OpTypePointer Uniform %v4float
+ %main = OpFunction %void None %3
+ %5 = OpLabel
+ %16 = OpAccessChain %_ptr_Uniform_v4float %_ %int_0
+ %17 = OpLoad %v4float %16
+ OpStore %outcolor %17
+ OpReturn
+ OpFunctionEnd
+
+[fragment shader]
+#version 450
+
+layout(std140, binding = 0) uniform Block {
+ layout(offset = 16) vec4 a;
+};
+
+out vec4 outcolor;
+
+void main()
+{
+ outcolor = a;
+}
+
+[test]
+clear color 0.8 0.0 0.0 1.0
+
+# Set the offset at location 0. This shouldn’t affect the result
+# unless the shader is ignoring the offset.
+block binding 0
+block offset 0
+uniform vec4 a 0.9 0.0 0.0 1.0
+
+block binding 0
+block offset 16
+uniform vec4 a 0.0 1.0 0.0 1.0
+
+verify program_interface_query GL_UNIFORM_BLOCK Block GL_BUFFER_DATA_SIZE 32
+verify program_query GL_ACTIVE_UNIFORMS 1
+
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
+
--
2.14.1
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