Hi Ilia, I only did fs as it satisfied what I was trying to show. I found this issue while working on arrays of arrays support. The tests also fail for nir on i965, I was also hoping someone might take a look at the failing tests before I got around to adding the arrays of array support.
I've just about got a working ES version of arrays of arrays ready to submit the only part which I know isn't working for this cut down version of the extension is the various sampler indirect support so I may end up having to look into it. That said I guess it probably makes sense to add some tests for the other shaders ... I'll add it to my todo list. On Tue, 2015-06-16 at 09:22 -0400, Ilia Mirkin wrote: > BTW, Tim, any reason you only did fs? The reason I ask is that it > fails on i965 without nir, which is what vs/gs uses. [And I happened > to copy that approach in st/mesa, so this doesn't work in gallium > either... maybe having a failing piglit on i965 will cause the intel > folk to figure out how to properly fix it... and I can copy again ;) ] > > On Tue, Jun 16, 2015 at 6:50 AM, Timothy Arceri <t_arc...@yahoo.com.au> wrote: > > Hi Neil, > > > > No problem. I'll update the tests give them a run on Nvidia and cc you > > in on the patch. > > > > Tim > > > > On Mon, 2015-06-15 at 16:06 +0100, Neil Roberts wrote: > >> Hi, > >> > >> I've just pushed this patch which changes the other > >> sampler_array_indexing tests so that the textures are not just a solid > >> colour. The idea is that that way it will ensure that the texture > >> coordinates are being used correctly. > >> > >> http://cgit.freedesktop.org/piglit/commit/?id=4f9caf084eda7353af7bbe2 > >> > >> I originally made the patch before your commit was pushed so I didn't > >> modify your tests. Would you want to modify your tests as well so that > >> they match? I didn't want to do this myself because the new tests seem to > >> be > >> failing with Mesa i965 and I don't have a suitable NVIDIA card handy to > >> test it with. > >> > >> Regards, > >> - Neil > >> > >> Timothy Arceri <t_arc...@yahoo.com.au> writes: > >> > >> > Test results: > >> > > >> > Nvidia GeForce 840M - NVIDIA 346.47: pass > >> > --- > >> > .../fs-struct-nonconst-sampler-const.shader_test | 72 > >> > ++++++++++++++++++++ > >> > ...fs-struct-nonconst-sampler-nonconst.shader_test | 77 > >> > ++++++++++++++++++++++ > >> > .../fs-struct-nonconst-sampler.shader_test | 72 > >> > ++++++++++++++++++++ > >> > 3 files changed, 221 insertions(+) > >> > create mode 100644 > >> > tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-struct-nonconst-sampler-const.shader_test > >> > create mode 100644 > >> > tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-struct-nonconst-sampler-nonconst.shader_test > >> > create mode 100644 > >> > tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-struct-nonconst-sampler.shader_test > >> > > >> > diff --git > >> > a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-struct-nonconst-sampler-const.shader_test > >> > > >> > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-struct-nonconst-sampler-const.shader_test > >> > new file mode 100644 > >> > index 0000000..16f73a4 > >> > --- /dev/null > >> > +++ > >> > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-struct-nonconst-sampler-const.shader_test > >> > @@ -0,0 +1,72 @@ > >> > +# This test verifies that dynamically uniform indexing of sampler arrays > >> > +# in the fragment shader behaves correctly. > >> > + > >> > +[require] > >> > +GLSL >= 1.50 > >> > +GL_ARB_gpu_shader5 > >> > + > >> > +[vertex shader passthrough] > >> > + > >> > +[fragment shader] > >> > +#version 150 > >> > +#extension GL_ARB_gpu_shader5: require > >> > + > >> > +struct S { > >> > + sampler2D tex[2]; > >> > +}; > >> > + > >> > +uniform S s[4]; > >> > + > >> > +uniform int n; > >> > + > >> > +out vec4 color; > >> > + > >> > +void main() > >> > +{ > >> > + color = texture(s[n].tex[1], vec2(0.5, 0.5)); > >> > +} > >> > + > >> > +[test] > >> > +clear color 0.2 0.2 0.2 0.2 > >> > +clear > >> > + > >> > +uniform int s[0].tex[1] 0 > >> > +uniform int s[1].tex[1] 1 > >> > +uniform int s[2].tex[1] 2 > >> > +uniform int s[3].tex[1] 3 > >> > + > >> > +texture checkerboard 0 0 (32, 32) (1.0, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, > >> > 0.0) > >> > +texparameter 2D min nearest > >> > +texparameter 2D mag nearest > >> > + > >> > +texture checkerboard 1 0 (32, 32) (0.0, 1.0, 0.0, 0.0) (0.0, 1.0, 0.0, > >> > 0.0) > >> > +texparameter 2D min nearest > >> > +texparameter 2D mag nearest > >> > + > >> > +texture checkerboard 2 0 (32, 32) (0.0, 0.0, 1.0, 0.0) (0.0, 0.0, 1.0, > >> > 0.0) > >> > +texparameter 2D min nearest > >> > +texparameter 2D mag nearest > >> > + > >> > +texture checkerboard 3 0 (32, 32) (1.0, 1.0, 1.0, 1.0) (1.0, 1.0, 1.0, > >> > 1.0) > >> > +texparameter 2D min nearest > >> > +texparameter 2D mag nearest > >> > + > >> > +uniform int n 0 > >> > +draw rect -1 -1 1 1 > >> > + > >> > +relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0) > >> > + > >> > +uniform int n 1 > >> > +draw rect 0 -1 1 1 > >> > + > >> > +relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0) > >> > + > >> > +uniform int n 2 > >> > +draw rect -1 0 1 1 > >> > + > >> > +relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0) > >> > + > >> > +uniform int n 3 > >> > +draw rect 0 0 1 1 > >> > + > >> > +relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0) > >> > diff --git > >> > a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-struct-nonconst-sampler-nonconst.shader_test > >> > > >> > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-struct-nonconst-sampler-nonconst.shader_test > >> > new file mode 100644 > >> > index 0000000..88310ab > >> > --- /dev/null > >> > +++ > >> > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-struct-nonconst-sampler-nonconst.shader_test > >> > @@ -0,0 +1,77 @@ > >> > +# This test verifies that dynamically uniform indexing of sampler arrays > >> > +# in the fragment shader behaves correctly. > >> > + > >> > +[require] > >> > +GLSL >= 1.50 > >> > +GL_ARB_gpu_shader5 > >> > + > >> > +[vertex shader passthrough] > >> > + > >> > +[fragment shader] > >> > +#version 150 > >> > +#extension GL_ARB_gpu_shader5: require > >> > + > >> > +struct S { > >> > + sampler2D tex[2]; > >> > +}; > >> > + > >> > +uniform S s[2]; > >> > + > >> > +uniform int n; > >> > +uniform int m; > >> > + > >> > +out vec4 color; > >> > + > >> > +void main() > >> > +{ > >> > + color = texture(s[n].tex[m], vec2(0.5, 0.5)); > >> > +} > >> > + > >> > +[test] > >> > +clear color 0.2 0.2 0.2 0.2 > >> > +clear > >> > + > >> > +uniform int s[0].tex[0] 0 > >> > +uniform int s[0].tex[1] 1 > >> > +uniform int s[1].tex[0] 2 > >> > +uniform int s[1].tex[1] 3 > >> > + > >> > +texture checkerboard 0 0 (32, 32) (1.0, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, > >> > 0.0) > >> > +texparameter 2D min nearest > >> > +texparameter 2D mag nearest > >> > + > >> > +texture checkerboard 1 0 (32, 32) (0.0, 1.0, 0.0, 0.0) (0.0, 1.0, 0.0, > >> > 0.0) > >> > +texparameter 2D min nearest > >> > +texparameter 2D mag nearest > >> > + > >> > +texture checkerboard 2 0 (32, 32) (0.0, 0.0, 1.0, 0.0) (0.0, 0.0, 1.0, > >> > 0.0) > >> > +texparameter 2D min nearest > >> > +texparameter 2D mag nearest > >> > + > >> > +texture checkerboard 3 0 (32, 32) (1.0, 1.0, 1.0, 1.0) (1.0, 1.0, 1.0, > >> > 1.0) > >> > +texparameter 2D min nearest > >> > +texparameter 2D mag nearest > >> > + > >> > +uniform int n 0 > >> > +uniform int m 0 > >> > +draw rect -1 -1 1 1 > >> > + > >> > +relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0) > >> > + > >> > +uniform int n 0 > >> > +uniform int m 1 > >> > +draw rect 0 -1 1 1 > >> > + > >> > +relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0) > >> > + > >> > +uniform int n 1 > >> > +uniform int m 0 > >> > +draw rect -1 0 1 1 > >> > + > >> > +relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0) > >> > + > >> > +uniform int n 1 > >> > +uniform int m 1 > >> > +draw rect 0 0 1 1 > >> > + > >> > +relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0) > >> > diff --git > >> > a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-struct-nonconst-sampler.shader_test > >> > > >> > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-struct-nonconst-sampler.shader_test > >> > new file mode 100644 > >> > index 0000000..9c6df15 > >> > --- /dev/null > >> > +++ > >> > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-struct-nonconst-sampler.shader_test > >> > @@ -0,0 +1,72 @@ > >> > +# This test verifies that dynamically uniform indexing of sampler arrays > >> > +# in the fragment shader behaves correctly. > >> > + > >> > +[require] > >> > +GLSL >= 1.50 > >> > +GL_ARB_gpu_shader5 > >> > + > >> > +[vertex shader passthrough] > >> > + > >> > +[fragment shader] > >> > +#version 150 > >> > +#extension GL_ARB_gpu_shader5: require > >> > + > >> > +struct S { > >> > + sampler2D tex; > >> > +}; > >> > + > >> > +uniform S s[4]; > >> > + > >> > +uniform int n; > >> > + > >> > +out vec4 color; > >> > + > >> > +void main() > >> > +{ > >> > + color = texture(s[n].tex, vec2(0.5, 0.5)); > >> > +} > >> > + > >> > +[test] > >> > +clear color 0.2 0.2 0.2 0.2 > >> > +clear > >> > + > >> > +uniform int s[0].tex 0 > >> > +uniform int s[1].tex 1 > >> > +uniform int s[2].tex 2 > >> > +uniform int s[3].tex 3 > >> > + > >> > +texture checkerboard 0 0 (32, 32) (1.0, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, > >> > 0.0) > >> > +texparameter 2D min nearest > >> > +texparameter 2D mag nearest > >> > + > >> > +texture checkerboard 1 0 (32, 32) (0.0, 1.0, 0.0, 0.0) (0.0, 1.0, 0.0, > >> > 0.0) > >> > +texparameter 2D min nearest > >> > +texparameter 2D mag nearest > >> > + > >> > +texture checkerboard 2 0 (32, 32) (0.0, 0.0, 1.0, 0.0) (0.0, 0.0, 1.0, > >> > 0.0) > >> > +texparameter 2D min nearest > >> > +texparameter 2D mag nearest > >> > + > >> > +texture checkerboard 3 0 (32, 32) (1.0, 1.0, 1.0, 1.0) (1.0, 1.0, 1.0, > >> > 1.0) > >> > +texparameter 2D min nearest > >> > +texparameter 2D mag nearest > >> > + > >> > +uniform int n 0 > >> > +draw rect -1 -1 1 1 > >> > + > >> > +relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0) > >> > + > >> > +uniform int n 1 > >> > +draw rect 0 -1 1 1 > >> > + > >> > +relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0) > >> > + > >> > +uniform int n 2 > >> > +draw rect -1 0 1 1 > >> > + > >> > +relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0) > >> > + > >> > +uniform int n 3 > >> > +draw rect 0 0 1 1 > >> > + > >> > +relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0) > >> > -- > >> > 2.1.0 > >> > > >> > _______________________________________________ > >> > Piglit mailing list > >> > Piglit@lists.freedesktop.org > >> > http://lists.freedesktop.org/mailman/listinfo/piglit > > > > > > _______________________________________________ > > Piglit mailing list > > Piglit@lists.freedesktop.org > > http://lists.freedesktop.org/mailman/listinfo/piglit _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/piglit