LGTM. Jose ________________________________________ From: Roland Scheidegger <[email protected]> Sent: 09 December 2014 20:49 To: Roland Scheidegger; Jose Fonseca; [email protected] Subject: Re: [PATCH] glsl-1.50/execution: add primitive id tests with tri strip primitives
ping? Am 06.12.2014 um 05:20 schrieb [email protected]: > From: Roland Scheidegger <[email protected]> > > Just using tri strip instead of tri fan. > Exposing more bugs in llvmpipe/draw... > --- > ...imitive-id-no-gs-strip-first-vertex.shader_test | 62 > ++++++++++++++++++++++ > .../execution/primitive-id-no-gs-strip.shader_test | 60 +++++++++++++++++++++ > 2 files changed, 122 insertions(+) > create mode 100644 > tests/spec/glsl-1.50/execution/primitive-id-no-gs-strip-first-vertex.shader_test > create mode 100644 > tests/spec/glsl-1.50/execution/primitive-id-no-gs-strip.shader_test > > diff --git > a/tests/spec/glsl-1.50/execution/primitive-id-no-gs-strip-first-vertex.shader_test > > b/tests/spec/glsl-1.50/execution/primitive-id-no-gs-strip-first-vertex.shader_test > new file mode 100644 > index 0000000..36c16e8 > --- /dev/null > +++ > b/tests/spec/glsl-1.50/execution/primitive-id-no-gs-strip-first-vertex.shader_test > @@ -0,0 +1,62 @@ > +# Check proper functioning of the gl_PrimitiveID fragment shader > +# input, in the case where there is no geometry shader. > + > +[require] > +GLSL >= 1.50 > +GL_EXT_provoking_vertex > + > +[vertex shader] > +#version 150 > + > +in vec4 piglit_vertex; > +flat out int vertex_id; > + > +void main() > +{ > + gl_Position = piglit_vertex; > + vertex_id = gl_VertexID; > +} > + > +[fragment shader] > +#version 150 > + > +flat in int vertex_id; > + > +void main() > +{ > + /* We draw a triangle strip containing 6 vertices, so the relationship > between > + * the primitive ID and the input vertex ID's should be: > + * > + * Primitive ID Vertex ID's Provoking vertex ID > + * 0 0 1 2 0 > + * 1 1 3 2 1 > + * 2 2 3 4 2 > + * 3 3 5 4 3 > + * > + * Since vertex_id uses interpolation qualifier "flat", it should > + * always receive the value from the provoking vertex. Therefore, > + * by the table above, it should always be the same as the > + * expected value of gl_PrimitiveID. > + */ > + int expected_primitive_id = vertex_id; > + if (expected_primitive_id == gl_PrimitiveID) > + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); > + else > + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); > +} > + > +[vertex data] > +piglit_vertex/float/2 > +-1.0 -1.0 > + 1.0 -1.0 > +-1.0 0.0 > + 1.0 0.0 > +-1.0 1.0 > + 1.0 1.0 > + > +[test] > +clear color 0.0 0.0 0.0 0.0 > +clear > +provoking vertex first > +draw arrays GL_TRIANGLE_STRIP 0 6 > +probe all rgba 0.0 1.0 0.0 1.0 > diff --git > a/tests/spec/glsl-1.50/execution/primitive-id-no-gs-strip.shader_test > b/tests/spec/glsl-1.50/execution/primitive-id-no-gs-strip.shader_test > new file mode 100644 > index 0000000..50ba6b3 > --- /dev/null > +++ b/tests/spec/glsl-1.50/execution/primitive-id-no-gs-strip.shader_test > @@ -0,0 +1,60 @@ > +# Check proper functioning of the gl_PrimitiveID fragment shader > +# input, in the case where there is no geometry shader. > + > +[require] > +GLSL >= 1.50 > + > +[vertex shader] > +#version 150 > + > +in vec4 piglit_vertex; > +flat out int vertex_id; > + > +void main() > +{ > + gl_Position = piglit_vertex; > + vertex_id = gl_VertexID; > +} > + > +[fragment shader] > +#version 150 > + > +flat in int vertex_id; > + > +void main() > +{ > + /* We draw a triangle strip containing 6 vertices, so the relationship > between > + * the primitive ID and the input vertex ID's should be: > + * > + * Primitive ID Vertex ID's Provoking vertex ID > + * 0 0 1 2 2 > + * 1 2 1 3 3 > + * 2 2 3 4 4 > + * 3 4 3 5 5 > + * > + * Since vertex_id uses interpolation qualifier "flat", it should > + * always receive the value from the provoking vertex. Therefore, > + * by the table above, it should always be 2 greater than the > + * expected value of gl_PrimitiveID. > + */ > + int expected_primitive_id = vertex_id - 2; > + if (expected_primitive_id == gl_PrimitiveID) > + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); > + else > + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); > +} > + > +[vertex data] > +piglit_vertex/float/2 > +-1.0 -1.0 > + 1.0 -1.0 > +-1.0 0.0 > + 1.0 0.0 > +-1.0 1.0 > + 1.0 1.0 > + > +[test] > +clear color 0.0 0.0 0.0 0.0 > +clear > +draw arrays GL_TRIANGLE_STRIP 0 6 > +probe all rgba 0.0 1.0 0.0 1.0 > _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
