[Piglit] [PATCH 43/63] arb_gl_spirv: added regression catching function call test

Alejandro PiƱeiro apinheiro at igalia.com
Sat Feb 23 23:45:31 UTC 2019


This test was crashing until the following glslang issue got solved:
https://github.com/KhronosGroup/glslang/issues/1285

Putting here the test mostly for regression catching.
---
 ...nction-call-glslang-issue-1285.shader_test | 102 ++++++++++++++++++
 1 file changed, 102 insertions(+)
 create mode 100644 tests/spec/arb_gl_spirv/execution/function-call-glslang-issue-1285.shader_test

diff --git a/tests/spec/arb_gl_spirv/execution/function-call-glslang-issue-1285.shader_test b/tests/spec/arb_gl_spirv/execution/function-call-glslang-issue-1285.shader_test
new file mode 100644
index 000000000..186b2633e
--- /dev/null
+++ b/tests/spec/arb_gl_spirv/execution/function-call-glslang-issue-1285.shader_test
@@ -0,0 +1,102 @@
+[require]
+SPIRV YES
+GL >= 4.5
+GLSL >= 4.50
+GL_ARB_gl_spirv
+
+; This test includes a simple function call. This is really similar to
+; simple-function, but it was failing until the following issue got
+; solved:
+; glslang problem: https://github.com/KhronosGroup/glslang/issues/1285
+;
+; The purpose of this test is mostly glslang regression catching.
+
+[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: 47
+; Schema: 0
+               OpCapability Shader
+          %1 = OpExtInstImport "GLSL.std.450"
+               OpMemoryModel Logical GLSL450
+               OpEntryPoint Fragment %main "main" %out_color
+               OpExecutionMode %main OriginLowerLeft
+               OpSource GLSL 450
+               OpDecorate %out_color Location 0
+       %void = OpTypeVoid
+          %3 = OpTypeFunction %void
+      %float = OpTypeFloat 32
+%_ptr_Function_float = OpTypePointer Function %float
+    %v4float = OpTypeVector %float 4
+%_ptr_Function_v4float = OpTypePointer Function %v4float
+         %10 = OpTypeFunction %v4float %_ptr_Function_float %_ptr_Function_v4float
+%_ptr_Output_v4float = OpTypePointer Output %v4float
+  %out_color = OpVariable %_ptr_Output_v4float Output
+%float_0_100000001 = OpConstant %float 0.100000001
+%float_0_300000012 = OpConstant %float 0.300000012
+    %float_0 = OpConstant %float 0
+    %float_1 = OpConstant %float 1
+         %21 = OpConstantComposite %v4float %float_0_300000012 %float_0 %float_0 %float_1
+       %uint = OpTypeInt 32 0
+     %uint_0 = OpConstant %uint 0
+     %uint_1 = OpConstant %uint 1
+     %uint_2 = OpConstant %uint 2
+     %uint_3 = OpConstant %uint 3
+       %main = OpFunction %void None %3
+          %5 = OpLabel
+      %param = OpVariable %_ptr_Function_float Function
+    %param_0 = OpVariable %_ptr_Function_v4float Function
+               OpStore %param %float_0_100000001
+               OpStore %param_0 %21
+         %24 = OpFunctionCall %v4float %ambient_f1_vf4_ %param %param_0
+               OpStore %out_color %24
+               OpReturn
+               OpFunctionEnd
+%ambient_f1_vf4_ = OpFunction %v4float None %10
+          %a = OpFunctionParameter %_ptr_Function_float
+      %color = OpFunctionParameter %_ptr_Function_v4float
+         %14 = OpLabel
+         %27 = OpAccessChain %_ptr_Function_float %color %uint_0
+         %28 = OpLoad %float %27
+         %29 = OpLoad %float %a
+         %30 = OpFAdd %float %28 %29
+         %32 = OpAccessChain %_ptr_Function_float %color %uint_1
+         %33 = OpLoad %float %32
+         %34 = OpLoad %float %a
+         %35 = OpFAdd %float %33 %34
+         %37 = OpAccessChain %_ptr_Function_float %color %uint_2
+         %38 = OpLoad %float %37
+         %39 = OpLoad %float %a
+         %40 = OpFAdd %float %38 %39
+         %42 = OpAccessChain %_ptr_Function_float %color %uint_3
+         %43 = OpLoad %float %42
+         %44 = OpCompositeConstruct %v4float %30 %35 %40 %43
+               OpReturnValue %44
+               OpFunctionEnd
+
+[fragment shader]
+#version 450
+
+const vec4 color = vec4(0.3, 0.0, 0.0, 1.0);
+layout(location = 0) out vec4 out_color;
+
+vec4 ambient(float a, vec4 color);
+void main()
+{
+        out_color = ambient(0.1, color);
+}
+
+[fragment shader]
+#version 450
+vec4 ambient(float a, vec4 color)
+{
+        return vec4(color.r + a, color.g + a, color.b + a, color.a);
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.4 0.1 0.1 1.0
-- 
2.19.1



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