Reviewed-by: Ilia Mirkin <[email protected]> I can't say I read this in *extensive* detail, but it basically looks right. Thanks!
On Thu, Jun 18, 2015 at 9:28 AM, Timothy Arceri <[email protected]> wrote: > fragment shader tests already exist, this adds vertex and > geometry tests for completeness. > > Test results: > Nvidia GeForce 840M - NVIDIA 346.47: pass > > Cc: Ilia Mirkin <[email protected]> > --- > .../gs-struct-nonconst-sampler-const.shader_test | 91 ++++++++++++++++++++ > ...gs-struct-nonconst-sampler-nonconst.shader_test | 96 > ++++++++++++++++++++++ > .../gs-struct-nonconst.shader_test | 91 ++++++++++++++++++++ > .../vs-struct-nonconst-sampler-const.shader_test | 84 +++++++++++++++++++ > ...vs-struct-nonconst-sampler-nonconst.shader_test | 89 ++++++++++++++++++++ > .../vs-struct-nonconst.shader_test | 84 +++++++++++++++++++ > 6 files changed, 535 insertions(+) > create mode 100644 > tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-const.shader_test > create mode 100644 > tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-nonconst.shader_test > create mode 100644 > tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst.shader_test > create mode 100644 > tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst-sampler-const.shader_test > create mode 100644 > tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst-sampler-nonconst.shader_test > create mode 100644 > tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst.shader_test > > diff --git > a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-const.shader_test > > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-const.shader_test > new file mode 100644 > index 0000000..8010d31 > --- /dev/null > +++ > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-const.shader_test > @@ -0,0 +1,91 @@ > +# This test verifies that dynamically uniform indexing of sampler arrays > +# in the geometry shader behaves correctly. > + > +[require] > +GLSL >= 1.50 > +GL_ARB_gpu_shader5 > + > +[vertex shader passthrough] > + > +[geometry shader] > +#version 150 > +#extension GL_ARB_gpu_shader5: require > + > +struct S { > + sampler2D tex[2]; > +}; > + > +uniform S s[4]; > + > +uniform int n; > + > +layout(triangles) in; > +layout(triangle_strip, max_vertices=3) out; > +out vec4 color; > + > +void main() > +{ > + for (int i = 0; i < 3; i++) { > + gl_Position = gl_in[i].gl_Position; > + color = texture(s[n].tex[1], vec2(0.75, 0.25)); > + EmitVertex(); > + } > + EndPrimitive(); > +} > + > +[fragment shader] > +#version 150 > +#extension GL_ARB_gpu_shader5: require > + > +in vec4 color; > +out vec4 out_color; > + > +void main() > +{ > + out_color = color; > +} > + > +[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) (0.5, 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) (0.5, 0.0, 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) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0) > +texparameter 2D min nearest > +texparameter 2D mag nearest > + > +texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (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/gs-struct-nonconst-sampler-nonconst.shader_test > > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-nonconst.shader_test > new file mode 100644 > index 0000000..6f34154 > --- /dev/null > +++ > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-nonconst.shader_test > @@ -0,0 +1,96 @@ > +# This test verifies that dynamically uniform indexing of sampler arrays > +# in the geometry shader behaves correctly. > + > +[require] > +GLSL >= 1.50 > +GL_ARB_gpu_shader5 > + > +[vertex shader passthrough] > + > +[geometry shader] > +#version 150 > +#extension GL_ARB_gpu_shader5: require > + > +struct S { > + sampler2D tex[2]; > +}; > + > +uniform S s[2]; > + > +uniform int n; > +uniform int m; > + > +layout(triangles) in; > +layout(triangle_strip, max_vertices=3) out; > +out vec4 color; > + > +void main() > +{ > + for (int i = 0; i < 3; i++) { > + gl_Position = gl_in[i].gl_Position; > + color = texture(s[n].tex[m], vec2(0.75, 0.25)); > + EmitVertex(); > + } > + EndPrimitive(); > +} > + > +[fragment shader] > +#version 150 > +#extension GL_ARB_gpu_shader5: require > + > +in vec4 color; > +out vec4 out_color; > + > +void main() > +{ > + out_color = color; > +} > + > +[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) (0.5, 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) (0.5, 0.0, 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) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0) > +texparameter 2D min nearest > +texparameter 2D mag nearest > + > +texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (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/gs-struct-nonconst.shader_test > > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst.shader_test > new file mode 100644 > index 0000000..a36d295 > --- /dev/null > +++ > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst.shader_test > @@ -0,0 +1,91 @@ > +# This test verifies that dynamically uniform indexing of sampler arrays > +# in the geometry shader behaves correctly. > + > +[require] > +GLSL >= 1.50 > +GL_ARB_gpu_shader5 > + > +[vertex shader passthrough] > + > +[geometry shader] > +#version 150 > +#extension GL_ARB_gpu_shader5: require > + > +struct S { > + sampler2D tex; > +}; > + > +uniform S s[4]; > + > +uniform int n; > + > +layout(triangles) in; > +layout(triangle_strip, max_vertices=3) out; > +out vec4 color; > + > +void main() > +{ > + for (int i = 0; i < 3; i++) { > + gl_Position = gl_in[i].gl_Position; > + color = texture(s[n].tex, vec2(0.75, 0.25)); > + EmitVertex(); > + } > + EndPrimitive(); > +} > + > +[fragment shader] > +#version 150 > +#extension GL_ARB_gpu_shader5: require > + > +in vec4 color; > +out vec4 out_color; > + > +void main() > +{ > + out_color = color; > +} > + > +[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) (0.5, 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) (0.5, 0.0, 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) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0) > +texparameter 2D min nearest > +texparameter 2D mag nearest > + > +texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (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/vs-struct-nonconst-sampler-const.shader_test > > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst-sampler-const.shader_test > new file mode 100644 > index 0000000..9588b25 > --- /dev/null > +++ > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst-sampler-const.shader_test > @@ -0,0 +1,84 @@ > +# This test verifies that dynamically uniform indexing of sampler arrays > +# in the vertex shader behaves correctly. > + > +[require] > +GLSL >= 1.50 > +GL_ARB_gpu_shader5 > + > +[vertex shader] > +#version 150 > +#extension GL_ARB_gpu_shader5: require > + > +struct S { > + sampler2D tex[2]; > +}; > + > +uniform S s[4]; > + > +uniform int n; > + > +in vec4 piglit_vertex; > +out vec4 color; > + > +void main() > +{ > + gl_Position = piglit_vertex; > + color = texture(s[n].tex[1], vec2(0.75, 0.25)); > +} > + > +[fragment shader] > +#version 150 > +#extension GL_ARB_gpu_shader5: require > + > +in vec4 color; > +out vec4 out_color; > + > +void main() > +{ > + out_color = color; > +} > + > +[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) (0.5, 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) (0.5, 0.0, 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) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0) > +texparameter 2D min nearest > +texparameter 2D mag nearest > + > +texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (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/vs-struct-nonconst-sampler-nonconst.shader_test > > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst-sampler-nonconst.shader_test > new file mode 100644 > index 0000000..57d7961 > --- /dev/null > +++ > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst-sampler-nonconst.shader_test > @@ -0,0 +1,89 @@ > +# This test verifies that dynamically uniform indexing of sampler arrays > +# in the vertex shader behaves correctly. > + > +[require] > +GLSL >= 1.50 > +GL_ARB_gpu_shader5 > + > +[vertex shader] > +#version 150 > +#extension GL_ARB_gpu_shader5: require > + > +struct S { > + sampler2D tex[2]; > +}; > + > +uniform S s[2]; > + > +uniform int n; > +uniform int m; > + > +in vec4 piglit_vertex; > +out vec4 color; > + > +void main() > +{ > + gl_Position = piglit_vertex; > + color = texture(s[n].tex[m], vec2(0.75, 0.25)); > +} > + > +[fragment shader] > +#version 150 > +#extension GL_ARB_gpu_shader5: require > + > +in vec4 color; > +out vec4 out_color; > + > +void main() > +{ > + out_color = color; > +} > + > +[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) (0.5, 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) (0.5, 0.0, 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) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0) > +texparameter 2D min nearest > +texparameter 2D mag nearest > + > +texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (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/vs-struct-nonconst.shader_test > > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst.shader_test > new file mode 100644 > index 0000000..7e02cdd > --- /dev/null > +++ > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst.shader_test > @@ -0,0 +1,84 @@ > +# This test verifies that dynamically uniform indexing of sampler arrays > +# in the vertex shader behaves correctly. > + > +[require] > +GLSL >= 1.50 > +GL_ARB_gpu_shader5 > + > +[vertex shader] > +#version 150 > +#extension GL_ARB_gpu_shader5: require > + > +struct S { > + sampler2D tex; > +}; > + > +uniform S s[4]; > + > +uniform int n; > + > +in vec4 piglit_vertex; > +out vec4 color; > + > +void main() > +{ > + gl_Position = piglit_vertex; > + color = texture(s[n].tex, vec2(0.75, 0.25)); > +} > + > +[fragment shader] > +#version 150 > +#extension GL_ARB_gpu_shader5: require > + > +in vec4 color; > +out vec4 out_color; > + > +void main() > +{ > + out_color = color; > +} > + > +[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) (0.5, 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) (0.5, 0.0, 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) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0) > +texparameter 2D min nearest > +texparameter 2D mag nearest > + > +texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (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 [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
