On 06/23/2014 06:52 AM, Ilia Mirkin wrote:
> With no layered fb and unconfigured viewports, the values of
> gl_Layer/gl_ViewportIndex shouldn't matter for rendering. Make sure that
> they're being passed through correctly from GS to FS.

This test is

Reviewed-by: Ian Romanick <[email protected]>

It would be really good to have a separate shader objects version of the
test too.  I suspect Mesa may have some additional difficulties with
that case...

> Signed-off-by: Ilia Mirkin <[email protected]>
> ---
> 
> These apply on top of ChrisF's series.
> 
>  .../layer-gs-write-simple.shader_test              | 70 +++++++++++++++++++++
>  .../viewport-gs-write-simple.shader_test           | 72 
> ++++++++++++++++++++++
>  2 files changed, 142 insertions(+)
>  create mode 100644 
> tests/spec/arb_fragment_layer_viewport/layer-gs-write-simple.shader_test
>  create mode 100644 
> tests/spec/arb_fragment_layer_viewport/viewport-gs-write-simple.shader_test
> 
> diff --git 
> a/tests/spec/arb_fragment_layer_viewport/layer-gs-write-simple.shader_test 
> b/tests/spec/arb_fragment_layer_viewport/layer-gs-write-simple.shader_test
> new file mode 100644
> index 0000000..1d27dde
> --- /dev/null
> +++ b/tests/spec/arb_fragment_layer_viewport/layer-gs-write-simple.shader_test
> @@ -0,0 +1,70 @@
> +[require]
> +GLSL >= 1.50
> +GL_ARB_fragment_layer_viewport
> +
> +[vertex shader]
> +#version 150
> +in vec4 piglit_vertex;
> +
> +void main()
> +{
> +     gl_Position = piglit_vertex;
> +}
> +
> +[geometry shader]
> +#version 150
> +
> +layout(triangles) in;
> +layout(triangle_strip, max_vertices=3) out;
> +uniform int layer;
> +
> +void main()
> +{
> +     for (int i = 0; i < 3; i++) {
> +             gl_Position = gl_in[i].gl_Position;
> +             gl_Layer = layer;
> +             EmitVertex();
> +     }
> +}
> +
> +[fragment shader]
> +#version 150
> +#extension GL_ARB_fragment_layer_viewport: require
> +
> +uniform int layer;
> +
> +void main()
> +{
> +     if (gl_Layer == layer)
> +             gl_FragColor = vec4(0,1,0,0);
> +     else
> +             gl_FragColor = vec4(1,0,0,0);
> +}
> +
> +[test]
> +clear color 0.0 0.0 0.0 0.0
> +
> +clear
> +uniform int layer 0
> +draw rect -1 -1 2 2
> +probe all rgb 0.0 1.0 0.0
> +
> +clear
> +uniform int layer 1
> +draw rect -1 -1 2 2
> +probe all rgb 0.0 1.0 0.0
> +
> +clear
> +uniform int layer 10
> +draw rect -1 -1 2 2
> +probe all rgb 0.0 1.0 0.0
> +
> +clear
> +uniform int layer 100
> +draw rect -1 -1 2 2
> +probe all rgb 0.0 1.0 0.0
> +
> +clear
> +uniform int layer -1
> +draw rect -1 -1 2 2
> +probe all rgb 0.0 1.0 0.0
> diff --git 
> a/tests/spec/arb_fragment_layer_viewport/viewport-gs-write-simple.shader_test 
> b/tests/spec/arb_fragment_layer_viewport/viewport-gs-write-simple.shader_test
> new file mode 100644
> index 0000000..06abd96
> --- /dev/null
> +++ 
> b/tests/spec/arb_fragment_layer_viewport/viewport-gs-write-simple.shader_test
> @@ -0,0 +1,72 @@
> +[require]
> +GLSL >= 1.50
> +GL_ARB_fragment_layer_viewport
> +GL_ARB_viewport_array
> +
> +[vertex shader]
> +#version 150
> +in vec4 piglit_vertex;
> +
> +void main()
> +{
> +     gl_Position = piglit_vertex;
> +}
> +
> +[geometry shader]
> +#version 150
> +#extension GL_ARB_viewport_array: enable
> +
> +layout(triangles) in;
> +layout(triangle_strip, max_vertices=3) out;
> +uniform int viewport;
> +
> +void main()
> +{
> +     for (int i = 0; i < 3; i++) {
> +             gl_Position = gl_in[i].gl_Position;
> +             gl_ViewportIndex = viewport;
> +             EmitVertex();
> +     }
> +}
> +
> +[fragment shader]
> +#version 150
> +#extension GL_ARB_fragment_layer_viewport: require
> +
> +uniform int viewport;
> +
> +void main()
> +{
> +     if (gl_ViewportIndex == viewport)
> +             gl_FragColor = vec4(0,1,0,0);
> +     else
> +             gl_FragColor = vec4(1,0,0,0);
> +}
> +
> +[test]
> +clear color 0.0 0.0 0.0 0.0
> +
> +clear
> +uniform int viewport 0
> +draw rect -1 -1 2 2
> +probe all rgb 0.0 1.0 0.0
> +
> +clear
> +uniform int viewport 1
> +draw rect -1 -1 2 2
> +probe all rgb 0.0 1.0 0.0
> +
> +clear
> +uniform int viewport 10
> +draw rect -1 -1 2 2
> +probe all rgb 0.0 1.0 0.0
> +
> +clear
> +uniform int viewport 100
> +draw rect -1 -1 2 2
> +probe all rgb 0.0 1.0 0.0
> +
> +clear
> +uniform int viewport -1
> +draw rect -1 -1 2 2
> +probe all rgb 0.0 1.0 0.0
> 

_______________________________________________
Piglit mailing list
[email protected]
http://lists.freedesktop.org/mailman/listinfo/piglit

Reply via email to