On Thu, 2016-05-12 at 09:31 +0200, Samuel Iglesias Gonsálvez wrote:
> They are use to detect if a bug in i965 driver related to
> operations working with doubles under non-uniform control flow
> is still happening.
> 
> Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
> ---
>  tests/all.py                                       |  10 ++
>  tests/spec/arb_gpu_shader_fp64/CMakeLists.gl.txt   |  10 ++
>  .../fs-non-uniform-control-flow-alu.c              | 150
> ++++++++++++++++
>  .../fs-non-uniform-control-flow-const.c            | 131
> ++++++++++++++
>  .../fs-non-uniform-control-flow-packing.c          | 150
> ++++++++++++++++
>  .../fs-non-uniform-control-flow-ssbo.c             | 155
> +++++++++++++++++
>  .../fs-non-uniform-control-flow-ubo.c              | 152
> ++++++++++++++++
>  .../vs-non-uniform-control-flow-alu.c              | 191
> +++++++++++++++++++++
>  .../vs-non-uniform-control-flow-const.c            | 169
> ++++++++++++++++++
>  .../vs-non-uniform-control-flow-packing.c          | 191
> +++++++++++++++++++++
>  .../vs-non-uniform-control-flow-ssbo.c             | 187
> ++++++++++++++++++++
>  .../vs-non-uniform-control-flow-ubo.c              | 186
> ++++++++++++++++++++
>  12 files changed, 1682 insertions(+)
>  create mode 100644 tests/spec/arb_gpu_shader_fp64/fs-non-uniform-
> control-flow-alu.c
>  create mode 100644 tests/spec/arb_gpu_shader_fp64/fs-non-uniform-
> control-flow-const.c
>  create mode 100644 tests/spec/arb_gpu_shader_fp64/fs-non-uniform-
> control-flow-packing.c
>  create mode 100644 tests/spec/arb_gpu_shader_fp64/fs-non-uniform-
> control-flow-ssbo.c
>  create mode 100644 tests/spec/arb_gpu_shader_fp64/fs-non-uniform-
> control-flow-ubo.c
>  create mode 100644 tests/spec/arb_gpu_shader_fp64/vs-non-uniform-
> control-flow-alu.c
>  create mode 100644 tests/spec/arb_gpu_shader_fp64/vs-non-uniform-
> control-flow-const.c
>  create mode 100644 tests/spec/arb_gpu_shader_fp64/vs-non-uniform-
> control-flow-packing.c
>  create mode 100644 tests/spec/arb_gpu_shader_fp64/vs-non-uniform-
> control-flow-ssbo.c
>  create mode 100644 tests/spec/arb_gpu_shader_fp64/vs-non-uniform-
> control-flow-ubo.c
> 
> diff --git a/tests/all.py b/tests/all.py
> index 395f964..f8f70f8 100644
> --- a/tests/all.py
> +++ b/tests/all.py
> @@ -2171,6 +2171,16 @@ with profile.group_manager(
>      g(['arb_gpu_shader_fp64-wrong-type-setter'])
>      g(['arb_gpu_shader_fp64-double_in_bool_uniform'])
>      g(['arb_gpu_shader_fp64-uniform-invalid-operation'])
> +    g(['arb_gpu_shader_fp64-vs-non-uniform-control-flow-const'])
> +    g(['arb_gpu_shader_fp64-fs-non-uniform-control-flow-const'])
> +    g(['arb_gpu_shader_fp64-vs-non-uniform-control-flow-ubo'])
> +    g(['arb_gpu_shader_fp64-fs-non-uniform-control-flow-ubo'])
> +    g(['arb_gpu_shader_fp64-vs-non-uniform-control-flow-ssbo'])
> +    g(['arb_gpu_shader_fp64-fs-non-uniform-control-flow-ssbo'])
> +    g(['arb_gpu_shader_fp64-vs-non-uniform-control-flow-alu'])
> +    g(['arb_gpu_shader_fp64-fs-non-uniform-control-flow-alu'])
> +    g(['arb_gpu_shader_fp64-vs-non-uniform-control-flow-packing'])
> +    g(['arb_gpu_shader_fp64-fs-non-uniform-control-flow-packing'])
>  
>  with profile.group_manager(
>          PiglitGLTest,
> diff --git a/tests/spec/arb_gpu_shader_fp64/CMakeLists.gl.txt
> b/tests/spec/arb_gpu_shader_fp64/CMakeLists.gl.txt
> index 84601b7..209442f 100644
> --- a/tests/spec/arb_gpu_shader_fp64/CMakeLists.gl.txt
> +++ b/tests/spec/arb_gpu_shader_fp64/CMakeLists.gl.txt
> @@ -9,3 +9,13 @@ link_libraries (
>  )
>  
>  piglit_add_executable (arb_gpu_shader_fp64-double_in_bool_uniform
> double_in_bool_uniform.c)
> +piglit_add_executable (arb_gpu_shader_fp64-fs-non-uniform-control-
> flow-ssbo fs-non-uniform-control-flow-ssbo.c)
> +piglit_add_executable (arb_gpu_shader_fp64-vs-non-uniform-control-
> flow-ssbo vs-non-uniform-control-flow-ssbo.c)
> +piglit_add_executable (arb_gpu_shader_fp64-fs-non-uniform-control-
> flow-const fs-non-uniform-control-flow-const.c)
> +piglit_add_executable (arb_gpu_shader_fp64-vs-non-uniform-control-
> flow-const vs-non-uniform-control-flow-const.c)
> +piglit_add_executable (arb_gpu_shader_fp64-fs-non-uniform-control-
> flow-ubo fs-non-uniform-control-flow-ubo.c)
> +piglit_add_executable (arb_gpu_shader_fp64-vs-non-uniform-control-
> flow-ubo vs-non-uniform-control-flow-ubo.c)
> +piglit_add_executable (arb_gpu_shader_fp64-fs-non-uniform-control-
> flow-alu fs-non-uniform-control-flow-alu.c)
> +piglit_add_executable (arb_gpu_shader_fp64-vs-non-uniform-control-
> flow-alu vs-non-uniform-control-flow-alu.c)
> +piglit_add_executable (arb_gpu_shader_fp64-fs-non-uniform-control-
> flow-packing fs-non-uniform-control-flow-packing.c)
> +piglit_add_executable (arb_gpu_shader_fp64-vs-non-uniform-control-
> flow-packing vs-non-uniform-control-flow-packing.c)
> diff --git a/tests/spec/arb_gpu_shader_fp64/fs-non-uniform-control-
> flow-alu.c b/tests/spec/arb_gpu_shader_fp64/fs-non-uniform-control-
> flow-alu.c
> new file mode 100644
> index 0000000..0e67b70
> --- /dev/null
> +++ b/tests/spec/arb_gpu_shader_fp64/fs-non-uniform-control-flow-
> alu.c
> @@ -0,0 +1,150 @@
> +/*
> + * Copyright © 2016 Intel Corporation
> + *
> + * Permission is hereby granted, free of charge, to any person
> obtaining a
> + * copy of this software and associated documentation files (the
> "Software"),
> + * to deal in the Software without restriction, including without
> limitation
> + * the rights to use, copy, modify, merge, publish, distribute,
> sublicense,
> + * and/or sell copies of the Software, and to permit persons to whom
> the
> + * Software is furnished to do so, subject to the following
> conditions:
> + *
> + * The above copyright notice and this permission notice (including
> the next
> + * paragraph) shall be included in all copies or substantial
> portions of the
> + * Software.
> + *
> + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
> EXPRESS OR
> + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
> MERCHANTABILITY,
> + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO
> EVENT SHALL
> + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES
> OR OTHER
> + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
> ARISING
> + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
> OTHER
> + * DEALINGS IN THE SOFTWARE.
> + */
> +
> +/** @file fs-non-uniform-control-flow-alu.c
> + *
> + * It that checks the double ALU ops work correctly when they are
> + * under non-uniform control flow.
> + */
> +
> +#include "piglit-util-gl.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +     config.window_width = 62;
> +     config.window_height = 62;
> +     config.supports_gl_compat_version = 32;
> +     config.supports_gl_core_version = 32;
> +     config.window_visual = PIGLIT_GL_VISUAL_DOUBLE |
> PIGLIT_GL_VISUAL_RGBA;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +

Nitpick. You can get rid of this empty line.

> +static const char vs_pass_thru_text[] =
> +     "#version 130\n"
> +     "\n"
> +     "in vec4 piglit_vertex;\n"
> +     "void main() {\n"
> +     "        gl_Position = piglit_vertex;\n"
> +     "}\n";
> +
> +static const char fs_source[] =
> +     "#version 130\n"
> +     "#extension GL_ARB_uniform_buffer_object : require\n"

GL_ARB_gpu_shader_fp64 requires GLSL >= 150, and GLSL >= 150 already
includes GL_ARB_uniform_buffer_object.

Same in other parts of the code in which the required GLSL version is
specified and in the rest of the tests of this patch.

> +     "#extension GL_ARB_gpu_shader_fp64 : require\n"
> +     "\n"
> +     "out vec4 color;\n"
> +     "\n"
> +     "uniform dvec2 u0;\n"
> +     "uniform dvec2 u1;\n"
> +     "\n"
> +     "void main() {\n"
> +     "        int cx = int(gl_FragCoord.x) / 31;\n"
> +     "        int cy = int(gl_FragCoord.y) / 31;\n"
> +     "        dvec2 rg;\n"
> +     "        if ((cx + cy) % 2 == 0) {\n"
> +     "                dvec2 tmp0 = 4.0lf * (floor(u0) -
> dvec2(0.75, 0.0lf));\n"
> +     "                tmp0.y = max(tmp0.y - 2, 0);\n"
> +     "                rg = tmp0;\n"
> +     "        } else {\n"
> +     "                double tmp0 = mod(u1.y, 4.0lf);\n"
> +     "                tmp0 += 3.0lf / 4.0lf + 0.25lf;\n"
> +     "                rg = dvec2(u1.x, tmp0 - 1.0);\n"
> +     "        }\n"
> +     "        color = vec4(rg, 0, 1);\n"
> +     "}\n";
> +
> +GLuint prog, fbo;
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +

Nitpick. You can get rid of this empty line.

> +     GLuint u0, u1;
> +     double d0[2] = {1.4, 0.2};
> +     double d1[2] = {0.0, 5.0};
> +
> +     piglit_require_extension("GL_ARB_gpu_shader_fp64");
> +
> +     piglit_require_GLSL_version(130);

GLSL 150

> +
> +     prog = piglit_build_simple_program(vs_pass_thru_text,
> fs_source);
> +
> +     glUseProgram(prog);
> +
> +     u0 = glGetUniformLocation(prog, "u0");
> +     u1 = glGetUniformLocation(prog, "u1");
> +
> +     glUniform2dv(u0, 1, d0);
> +     glUniform2dv(u1, 1, d1);
> +
> +     glClearColor(0, 0, 0, 1);
> +
> +     if (!piglit_check_gl_error(GL_NO_ERROR))
> +             piglit_report_result(PIGLIT_FAIL);
> +}
> +
> +enum piglit_result piglit_display(void)
> +{
> +     bool pass = true;
> +     const int num_pixels = piglit_width * piglit_height;
> +     float *srcPixels = malloc(num_pixels * 4 * sizeof(float));
> +     float expected[4];
> +     int i, j;
> +
> +     glViewport(0, 0, piglit_width, piglit_height);
> +     glUseProgram(prog);
> +     glClear(GL_COLOR_BUFFER_BIT);
> +
> +     piglit_draw_rect(-1, -1, 2, 2);
> +
> +     glReadPixels(0, 0, piglit_width, piglit_height,
> +                  GL_RGBA, GL_FLOAT, srcPixels);
> +
> +     /* Verify */
> +     for (i = 0; i < piglit_height; i++) {
> +             for (j = 0; j < piglit_width; j++) {
> +                     int cx = j / 31;
> +                     int cy = i / 31;
> +                     int pos = ((i) * piglit_width + j) * 4;

The parenthesis around "i" are unnecessary.

> +                     if ((cx + cy) % 2 != 0) {
> +                             expected[0] = 0.0;
> +                             expected[1] = 1.0;
> +                             expected[2] = 0.0;
> +                             expected[3] = 1.0;
> +                     } else {
> +                             expected[0] = 1.0;
> +                             expected[1] = 0.0;
> +                             expected[2] = 0.0;
> +                             expected[3] = 1.0;
> +                     }
> +
> +                     pass = piglit_compare_pixels(j, i, expected,
> +                                                  srcPixels +
> pos,
> +                                                  piglit_toleranc
> e,
> +                                                  4) && pass;
> +             }
> +     }
> +     piglit_present_results();
> +     free(srcPixels);
> +
> +     return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> diff --git a/tests/spec/arb_gpu_shader_fp64/fs-non-uniform-control-
> flow-const.c b/tests/spec/arb_gpu_shader_fp64/fs-non-uniform-control-
> flow-const.c
> new file mode 100644
> index 0000000..8d98dac
> --- /dev/null
> +++ b/tests/spec/arb_gpu_shader_fp64/fs-non-uniform-control-flow-
> const.c
> @@ -0,0 +1,131 @@
> +/*
> + * Copyright © 2016 Intel Corporation
> + *
> + * Permission is hereby granted, free of charge, to any person
> obtaining a
> + * copy of this software and associated documentation files (the
> "Software"),
> + * to deal in the Software without restriction, including without
> limitation
> + * the rights to use, copy, modify, merge, publish, distribute,
> sublicense,
> + * and/or sell copies of the Software, and to permit persons to whom
> the
> + * Software is furnished to do so, subject to the following
> conditions:
> + *
> + * The above copyright notice and this permission notice (including
> the next
> + * paragraph) shall be included in all copies or substantial
> portions of the
> + * Software.
> + *
> + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
> EXPRESS OR
> + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
> MERCHANTABILITY,
> + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO
> EVENT SHALL
> + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES
> OR OTHER
> + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
> ARISING
> + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
> OTHER
> + * DEALINGS IN THE SOFTWARE.
> + */
> +
> +/** @file fs-non-uniform-control-flow-const.c
> + *
> + * Checks that constant writes to double type variables in GLSL
> + * work correctly when they are under non-uniform control flow.
> + */
> +
> +#include "piglit-util-gl.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +     config.window_width = 62;
> +     config.window_height = 62;
> +     config.supports_gl_compat_version = 32;
> +     config.supports_gl_core_version = 32;
> +     config.window_visual = PIGLIT_GL_VISUAL_DOUBLE |
> PIGLIT_GL_VISUAL_RGBA;
> +

Extra empty line.

> +PIGLIT_GL_TEST_CONFIG_END
> +
> +static const char vs_pass_thru_text[] =
> +     "#version 130\n"
> +     "\n"
> +     "in vec4 piglit_vertex;\n"
> +     "void main() {\n"
> +     "        gl_Position = piglit_vertex;\n"
> +     "}\n";
> +
> +static const char fs_source[] =
> +     "#version 130\n"

GLSL 150

> +     "#extension GL_ARB_gpu_shader_fp64 : require\n"
> +     "\n"
> +     "out vec4 color;\n"
> +     "\n"
> +     "void main() {\n"
> +     "        int cx = int(gl_FragCoord.x) / 31;\n"
> +     "        int cy = int(gl_FragCoord.y) / 31;\n"
> +     "        dvec2 colord;\n"
> +     "        if ((cx + cy) % 2 == 0)\n"
> +     "                colord = dvec2(1.0lf, 0.0lf);\n"
> +     "        else\n"
> +     "                colord = dvec2(0.0lf, 1.0lf);\n"
> +     "        color = vec4(colord, 0, 1);\n"
> +     "}\n";
> +
> +GLuint prog;
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +

Extra empty line.

> +     piglit_require_extension("GL_ARB_gpu_shader_fp64");
> +
> +     piglit_require_GLSL_version(130);

GLSL 150

> +
> +     prog = piglit_build_simple_program(vs_pass_thru_text,
> fs_source);
> +
> +     glUseProgram(prog);
> +
> +     glClearColor(0, 0, 0, 1);
> +
> +     if (!piglit_check_gl_error(GL_NO_ERROR))
> +             piglit_report_result(PIGLIT_FAIL);
> +}
> +
> +enum piglit_result piglit_display(void)
> +{
> +     bool pass = true;
> +     const int num_pixels = piglit_width * piglit_height;
> +     float *srcPixels = malloc(num_pixels * 4 * sizeof(float));
> +     float expected[4];
> +     int i, j;
> +
> +     glViewport(0, 0, piglit_width, piglit_height);
> +     glUseProgram(prog);
> +     glClear(GL_COLOR_BUFFER_BIT);
> +
> +     piglit_draw_rect(-1, -1, 2, 2);
> +
> +     glReadPixels(0, 0, piglit_width, piglit_height,
> +                  GL_RGBA, GL_FLOAT, srcPixels);
> +
> +     /* Verify */
> +     for (i = 0; i < piglit_height; i++) {
> +             for (j = 0; j < piglit_width; j++) {
> +                     int cx = j / 31;
> +                     int cy = i / 31;
> +                     int pos = ((i) * piglit_width + j) * 4;

Unnecessary parenthesis around "i".

> +                     if ((cx + cy) % 2 != 0) {
> +                             expected[0] = 0.0;
> +                             expected[1] = 1.0;
> +                             expected[2] = 0.0;
> +                             expected[3] = 1.0;
> +                     } else {
> +                             expected[0] = 1.0;
> +                             expected[1] = 0.0;
> +                             expected[2] = 0.0;
> +                             expected[3] = 1.0;
> +                     }
> +
> +                     pass = piglit_compare_pixels(j, i, expected,
> +                                                  srcPixels +
> pos,
> +                                                  piglit_toleranc
> e,
> +                                                  4) && pass;
> +             }
> +     }
> +     piglit_present_results();
> +     free(srcPixels);
> +
> +     return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> diff --git a/tests/spec/arb_gpu_shader_fp64/fs-non-uniform-control-
> flow-packing.c b/tests/spec/arb_gpu_shader_fp64/fs-non-uniform-
> control-flow-packing.c
> new file mode 100644
> index 0000000..eaaa11a
> --- /dev/null
> +++ b/tests/spec/arb_gpu_shader_fp64/fs-non-uniform-control-flow-
> packing.c
> @@ -0,0 +1,150 @@
> +/*
> + * Copyright © 2016 Intel Corporation
> + *
> + * Permission is hereby granted, free of charge, to any person
> obtaining a
> + * copy of this software and associated documentation files (the
> "Software"),
> + * to deal in the Software without restriction, including without
> limitation
> + * the rights to use, copy, modify, merge, publish, distribute,
> sublicense,
> + * and/or sell copies of the Software, and to permit persons to whom
> the
> + * Software is furnished to do so, subject to the following
> conditions:
> + *
> + * The above copyright notice and this permission notice (including
> the next
> + * paragraph) shall be included in all copies or substantial
> portions of the
> + * Software.
> + *
> + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
> EXPRESS OR
> + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
> MERCHANTABILITY,
> + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO
> EVENT SHALL
> + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES
> OR OTHER
> + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
> ARISING
> + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
> OTHER
> + * DEALINGS IN THE SOFTWARE.
> + */
> +
> +/** @file fs-non-uniform-control-flow-packing.c
> + *
> + * Test that checks the double packing ops work correctly when they
> are
> + * under non-uniform control flow.
> + */
> +
> +#include "piglit-util-gl.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +     config.window_width = 62;
> +     config.window_height = 62;
> +     config.supports_gl_compat_version = 32;
> +     config.supports_gl_core_version = 32;
> +     config.window_visual = PIGLIT_GL_VISUAL_DOUBLE |
> PIGLIT_GL_VISUAL_RGBA;
> +

Extra empty line.

> +PIGLIT_GL_TEST_CONFIG_END
> +
> +static const char vs_pass_thru_text[] =
> +     "#version 130\n"
> +     "\n"
> +     "in vec4 piglit_vertex;\n"
> +     "void main() {\n"
> +     "        gl_Position = piglit_vertex;\n"
> +     "}\n";
> +
> +static const char fs_source[] =
> +     "#version 130\n"
> +     "#extension GL_ARB_uniform_buffer_object : require\n"

Just GLSL 150, no GL_ARB_uniform_buffer_object needed.

> +     "#extension GL_ARB_gpu_shader_fp64 : require\n"
> +     "\n"
> +     "out vec4 color;\n"
> +     "\n"
> +     "uniform uvec2 u0;\n"
> +     "uniform uvec2 u1;\n"
> +     "\n"
> +     "void main() {\n"
> +     "        int cx = int(gl_FragCoord.x) / 31;\n"
> +     "        int cy = int(gl_FragCoord.y) / 31;\n"
> +     "        dvec2 rg;\n"
> +     "        if ((cx + cy) % 2 == 0) {\n"
> +     "                double tmp0 = packDouble2x32(u0) -
> 2.0lf;\n"
> +     "                double tmp1 = packDouble2x32(u1);\n"
> +     "                rg = dvec2(tmp1, tmp0);\n"
> +     "        } else {\n"
> +     "                double tmp0 = packDouble2x32(u0) -
> 2.0lf;\n"
> +     "                double tmp1 = packDouble2x32(u1);\n"
> +     "                rg = dvec2(tmp0, tmp1);\n"
> +     "        }\n"
> +     "        color = vec4(rg, 0, 1);\n"
> +     "}\n";
> +
> +GLuint prog;
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +

Extra empty line.

> +     GLuint u0, u1;
> +     uint d0[2] = {0x0, 0x40000000};
> +     uint d1[2] = {0x0, 0x3FF00000};
> +
> +     piglit_require_extension("GL_ARB_gpu_shader_fp64");
> +
> +     piglit_require_GLSL_version(130);

GLSL 150

> +
> +     prog = piglit_build_simple_program(vs_pass_thru_text,
> fs_source);
> +
> +     glUseProgram(prog);
> +
> +     u0 = glGetUniformLocation(prog, "u0");
> +     u1 = glGetUniformLocation(prog, "u1");
> +
> +     glUniform2uiv(u0, 1, d0);
> +     glUniform2uiv(u1, 1, d1);
> +
> +     glClearColor(0, 0, 0, 1);
> +
> +     if (!piglit_check_gl_error(GL_NO_ERROR))
> +             piglit_report_result(PIGLIT_FAIL);
> +}
> +
> +enum piglit_result piglit_display(void)
> +{
> +     bool pass = true;
> +     const int num_pixels = piglit_width * piglit_height;
> +     float *srcPixels = malloc(num_pixels * 4 * sizeof(float));
> +     float expected[4];
> +     int i, j;
> +
> +     glViewport(0, 0, piglit_width, piglit_height);
> +     glUseProgram(prog);
> +     glClear(GL_COLOR_BUFFER_BIT);
> +
> +     piglit_draw_rect(-1, -1, 2, 2);
> +
> +     glReadPixels(0, 0, piglit_width, piglit_height,
> +                  GL_RGBA, GL_FLOAT, srcPixels);
> +
> +     /* Verify */
> +     for (i = 0; i < piglit_height; i++) {
> +             for (j = 0; j < piglit_width; j++) {
> +                     int cx = j / 31;
> +                     int cy = i / 31;
> +                     int pos = ((i) * piglit_width + j) * 4;

Unnecessary parenthesis around "i".

> +                     if ((cx + cy) % 2 != 0) {
> +                             expected[0] = 0.0;
> +                             expected[1] = 1.0;
> +                             expected[2] = 0.0;
> +                             expected[3] = 1.0;
> +                     } else {
> +                             expected[0] = 1.0;
> +                             expected[1] = 0.0;
> +                             expected[2] = 0.0;
> +                             expected[3] = 1.0;
> +                     }
> +
> +                     pass = piglit_compare_pixels(j, i, expected,
> +                                                  srcPixels +
> pos,
> +                                                  piglit_toleranc
> e,
> +                                                  4) && pass;
> +             }
> +     }
> +     piglit_present_results();
> +     free(srcPixels);
> +
> +     return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> diff --git a/tests/spec/arb_gpu_shader_fp64/fs-non-uniform-control-
> flow-ssbo.c b/tests/spec/arb_gpu_shader_fp64/fs-non-uniform-control-
> flow-ssbo.c
> new file mode 100644
> index 0000000..01bb0ce
> --- /dev/null
> +++ b/tests/spec/arb_gpu_shader_fp64/fs-non-uniform-control-flow-
> ssbo.c
> @@ -0,0 +1,155 @@
> +/*
> + * Copyright © 2016 Intel Corporation
> + *
> + * Permission is hereby granted, free of charge, to any person
> obtaining a
> + * copy of this software and associated documentation files (the
> "Software"),
> + * to deal in the Software without restriction, including without
> limitation
> + * the rights to use, copy, modify, merge, publish, distribute,
> sublicense,
> + * and/or sell copies of the Software, and to permit persons to whom
> the
> + * Software is furnished to do so, subject to the following
> conditions:
> + *
> + * The above copyright notice and this permission notice (including
> the next
> + * paragraph) shall be included in all copies or substantial
> portions of the
> + * Software.
> + *
> + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
> EXPRESS OR
> + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
> MERCHANTABILITY,
> + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO
> EVENT SHALL
> + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES
> OR OTHER
> + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
> ARISING
> + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
> OTHER
> + * DEALINGS IN THE SOFTWARE.
> + */
> +
> +/** @file fs-non-uniform-control-flow-ssbo.c
> + *
> + * It checks that shader storage block writes to double type
> variables in GLSL
> + * works correctly when the writes are under non-uniform control
> flow.
> + */
> +
> +#include "piglit-util-gl.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +     config.window_width = 62;
> +     config.window_height = 62;
> +     config.supports_gl_compat_version = 32;
> +     config.supports_gl_core_version = 32;
> +     config.window_visual = PIGLIT_GL_VISUAL_DOUBLE |
> PIGLIT_GL_VISUAL_RGBA;
> +

Extra empty line.

> +PIGLIT_GL_TEST_CONFIG_END
> +
> +#define SSBO_SIZE 12
> +
> +static const char vs_pass_thru_text[] =
> +     "#version 130\n"
> +     "\n"
> +     "in vec4 piglit_vertex;\n"
> +     "void main() {\n"
> +     "        gl_Position = piglit_vertex;\n"
> +     "}\n";
> +
> +static const char fs_source[] =
> +     "#version 130\n"
> +     "#extension GL_ARB_shader_storage_buffer_object : require\n"
> +     "#extension GL_ARB_uniform_buffer_object : require\n"
> +     "#extension GL_ARB_gpu_shader_fp64 : require\n"

GL_ARB_shader_storage_buffer_object requires GLSL >= 400, and GLSL >=
400 already includes uniform buffer objects and doubles
so GL_ARB_uniform_buffer_object and GL_ARB_gpu_shader_fp64 can be
removed.

> +     "\n"
> +     "out vec4 color;\n"
> +     "\n"
> +     "layout(std430, binding=2) buffer ssbo {\n"
> +     "        dvec2 color2[];\n"
> +     "};\n"
> +     "\n"
> +     "void main() {\n"
> +     "        int cx = int(gl_FragCoord.x) / 31;\n"
> +     "        int cy = int(gl_FragCoord.y) / 31;\n"
> +     "        bool res = false;\n"
> +     "        if ((cx + cy) % 2 == 0) {\n"
> +     "                color2[0] = dvec2(1.0lf, 0.0lf);\n"
> +     "        } else {\n"
> +     "                color2[1] = dvec2(0.0lf, 1.0lf);\n"
> +     "                res = true;\n"
> +     "        }\n"
> +     "        dvec2 rg;\n"
> +     "        if (res)\n"
> +     "                rg = color2[1];\n"
> +     "        else\n"
> +     "                rg = color2[0];\n"
> +     "        color = vec4(rg, 0, 1);\n"
> +     "}\n";
> +
> +GLuint prog, fbo;
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +

Extra empty line.

> +     GLuint buffer;
> +     double ssbo_values[SSBO_SIZE] = {0};
> +
> +     piglit_require_extension("GL_ARB_shader_storage_buffer_objec
> t");
> +     piglit_require_extension("GL_ARB_gpu_shader_fp64");

GL_ARB_gpu_shader_fp64 can be removed since we need GLSL 400.

> +
> +     piglit_require_GLSL_version(130);

GLSL 400

> +
> +     prog = piglit_build_simple_program(vs_pass_thru_text,
> fs_source);
> +
> +     glUseProgram(prog);
> +
> +     glClearColor(0, 0, 0, 1);
> +
> +     glGenBuffers(1, &buffer);
> +     glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, buffer);
> +     glBufferData(GL_SHADER_STORAGE_BUFFER,
> SSBO_SIZE*sizeof(GLdouble),
> +                  &ssbo_values[0], GL_DYNAMIC_DRAW);
> +
> +     if (!piglit_check_gl_error(GL_NO_ERROR))
> +             piglit_report_result(PIGLIT_FAIL);
> +}
> +
> +enum piglit_result piglit_display(void)
> +{
> +     bool pass = true;
> +     const int num_pixels = piglit_width * piglit_height;
> +     float *srcPixels = malloc(num_pixels * 4 * sizeof(float));
> +     float expected[4];
> +     int i, j;
> +
> +     glViewport(0, 0, piglit_width, piglit_height);
> +     glUseProgram(prog);
> +     glClear(GL_COLOR_BUFFER_BIT);
> +
> +     piglit_draw_rect(-1, -1, 2, 2);
> +
> +     glReadPixels(0, 0, piglit_width, piglit_height,
> +                  GL_RGBA, GL_FLOAT, srcPixels);
> +
> +     /* Verify */
> +     for (i = 0; i < piglit_height; i++) {
> +             for (j = 0; j < piglit_width; j++) {
> +                     int cx = j / 31;
> +                     int cy = i / 31;
> +                     int pos = ((i) * piglit_width + j) * 4;

Unnecessary parenthesis around "i".

> +                     if ((cx + cy) % 2 != 0) {
> +                             expected[0] = 0.0;
> +                             expected[1] = 1.0;
> +                             expected[2] = 0.0;
> +                             expected[3] = 1.0;
> +                     } else {
> +                             expected[0] = 1.0;
> +                             expected[1] = 0.0;
> +                             expected[2] = 0.0;
> +                             expected[3] = 1.0;
> +                     }
> +
> +                     pass = piglit_compare_pixels(j, i, expected,
> +                                                  srcPixels +
> pos,
> +                                                  piglit_toleranc
> e,
> +                                                  4) && pass;
> +             }
> +     }
> +     piglit_present_results();
> +     free(srcPixels);
> +
> +     return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> diff --git a/tests/spec/arb_gpu_shader_fp64/fs-non-uniform-control-
> flow-ubo.c b/tests/spec/arb_gpu_shader_fp64/fs-non-uniform-control-
> flow-ubo.c
> new file mode 100644
> index 0000000..d60bada
> --- /dev/null
> +++ b/tests/spec/arb_gpu_shader_fp64/fs-non-uniform-control-flow-
> ubo.c
> @@ -0,0 +1,152 @@
> +/*
> + * Copyright © 2016 Intel Corporation
> + *
> + * Permission is hereby granted, free of charge, to any person
> obtaining a
> + * copy of this software and associated documentation files (the
> "Software"),
> + * to deal in the Software without restriction, including without
> limitation
> + * the rights to use, copy, modify, merge, publish, distribute,
> sublicense,
> + * and/or sell copies of the Software, and to permit persons to whom
> the
> + * Software is furnished to do so, subject to the following
> conditions:
> + *
> + * The above copyright notice and this permission notice (including
> the next
> + * paragraph) shall be included in all copies or substantial
> portions of the
> + * Software.
> + *
> + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
> EXPRESS OR
> + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
> MERCHANTABILITY,
> + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO
> EVENT SHALL
> + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES
> OR OTHER
> + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
> ARISING
> + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
> OTHER
> + * DEALINGS IN THE SOFTWARE.
> + */
> +
> +/** @file fs-non-uniform-control-flow-ubo.c
> + *
> + * it checks that uniform block reads work correctly when they are
> + * under non-uniform control flow.
> + */
> +
> +#include "piglit-util-gl.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +     config.window_width = 62;
> +     config.window_height = 62;
> +     config.supports_gl_compat_version = 32;
> +     config.supports_gl_core_version = 32;
> +     config.window_visual = PIGLIT_GL_VISUAL_DOUBLE |
> PIGLIT_GL_VISUAL_RGBA;
> +

Extra empty line.

> +PIGLIT_GL_TEST_CONFIG_END
> +
> +#define UBO_SIZE 12
> +
> +static const char vs_pass_thru_text[] =
> +     "#version 130\n"
> +     "\n"
> +     "in vec4 piglit_vertex;\n"
> +     "void main() {\n"
> +     "       gl_Position = piglit_vertex;\n"
> +     "}\n";
> +
> +static const char fs_source[] =
> +     "#version 130\n"
> +     "#extension GL_ARB_uniform_buffer_object : require\n"

GLSL 150, no GL_ARB_uniform_buffer_object needed.

> +     "#extension GL_ARB_gpu_shader_fp64 : require\n"
> +     "#extension GL_ARB_shading_language_420pack : require\n"
> +     "\n"
> +     "out vec4 color;\n"
> +     "\n"
> +     "layout(binding=2) uniform ubo {\n"
> +     "        dvec2 color2[];\n"
> +     "};\n"
> +     "\n"
> +     "void main() {\n"
> +     "        int cx = int(gl_FragCoord.x) / 31;\n"
> +     "        int cy = int(gl_FragCoord.y) / 31;\n"
> +     "        dvec2 rg;\n"
> +     "        if ((cx + cy) % 2 == 0) {\n"
> +     "                rg = color2[0];\n"
> +     "        } else {\n"
> +     "                rg = color2[1];\n"
> +     "        }\n"
> +     "        color = vec4(rg, 0, 1);\n"
> +     "}\n";
> +
> +GLuint prog, fbo;
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +

Extra empty line.

> +     GLuint buffer;
> +     double ubo_values[UBO_SIZE] = {1, 0, 0, 1,
> +                                    0, 0, 0, 0,
> +                                    0, 0, 0, 0};
> +
> +     piglit_require_extension("GL_ARB_uniform_buffer_object");

GLSL 150, no GL_ARB_uniform_buffer_object needed.

> +     piglit_require_extension("GL_ARB_gpu_shader_fp64");
> +     piglit_require_extension("GL_ARB_shading_language_420pack");
> +
> +     piglit_require_GLSL_version(130);

GLSL 150

> +
> +     prog = piglit_build_simple_program(vs_pass_thru_text,
> fs_source);
> +
> +     glUseProgram(prog);
> +
> +     glClearColor(0, 0, 0, 1);
> +
> +     glGenBuffers(1, &buffer);
> +     glBindBufferBase(GL_UNIFORM_BUFFER, 2, buffer);
> +     glBufferData(GL_UNIFORM_BUFFER, UBO_SIZE*sizeof(GLdouble),
> +                             &ubo_values[0], GL_DYNAMIC_DRAW);
> +
> +     if (!piglit_check_gl_error(GL_NO_ERROR))
> +             piglit_report_result(PIGLIT_FAIL);
> +}
> +
> +enum piglit_result piglit_display(void)
> +{
> +     bool pass = true;
> +     const int num_pixels = piglit_width * piglit_height;
> +     float *srcPixels = malloc(num_pixels * 4 * sizeof(float));
> +     float expected[4];
> +     int i, j;
> +
> +     glViewport(0, 0, piglit_width, piglit_height);
> +     glUseProgram(prog);
> +     glClear(GL_COLOR_BUFFER_BIT);
> +
> +     piglit_draw_rect(-1, -1, 2, 2);
> +
> +     glReadPixels(0, 0, piglit_width, piglit_height,
> +                  GL_RGBA, GL_FLOAT, srcPixels);
> +
> +     /* Verify */
> +     for (i = 0; i < piglit_height; i++) {
> +             for (j = 0; j < piglit_width; j++) {
> +                     int cx = j / 31;
> +                     int cy = i / 31;
> +                     int pos = ((i) * piglit_width + j) * 4;

Unnecessary parenthesis around "i".

> +                     if ((cx + cy) % 2 != 0) {
> +                             expected[0] = 0.0;
> +                             expected[1] = 1.0;
> +                             expected[2] = 0.0;
> +                             expected[3] = 1.0;
> +                     } else {
> +                             expected[0] = 1.0;
> +                             expected[1] = 0.0;
> +                             expected[2] = 0.0;
> +                             expected[3] = 1.0;
> +                     }
> +
> +                     pass = piglit_compare_pixels(j, i, expected,
> +                                                  srcPixels +
> pos,
> +                                                  piglit_toleranc
> e,
> +                                                  4) && pass;
> +             }
> +     }
> +     piglit_present_results();
> +     free(srcPixels);
> +
> +     return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> diff --git a/tests/spec/arb_gpu_shader_fp64/vs-non-uniform-control-
> flow-alu.c b/tests/spec/arb_gpu_shader_fp64/vs-non-uniform-control-
> flow-alu.c
> new file mode 100644
> index 0000000..853d663
> --- /dev/null
> +++ b/tests/spec/arb_gpu_shader_fp64/vs-non-uniform-control-flow-
> alu.c
> @@ -0,0 +1,191 @@
> +/*
> + * Copyright © 2016 Intel Corporation
> + *
> + * Permission is hereby granted, free of charge, to any person
> obtaining a
> + * copy of this software and associated documentation files (the
> "Software"),
> + * to deal in the Software without restriction, including without
> limitation
> + * the rights to use, copy, modify, merge, publish, distribute,
> sublicense,
> + * and/or sell copies of the Software, and to permit persons to whom
> the
> + * Software is furnished to do so, subject to the following
> conditions:
> + *
> + * The above copyright notice and this permission notice (including
> the next
> + * paragraph) shall be included in all copies or substantial
> portions of the
> + * Software.
> + *
> + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
> EXPRESS OR
> + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
> MERCHANTABILITY,
> + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO
> EVENT SHALL
> + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES
> OR OTHER
> + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
> ARISING
> + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
> OTHER
> + * DEALINGS IN THE SOFTWARE.
> + */
> +
> +/** @file fs-non-uniform-control-flow-alu.c

vs-non-uniform-control-flow-alu.c

> + *
> + * This test checks the double ALU ops work correctly when they are
> + * under non-uniform control flow.
> + */
> +
> +#include "piglit-util-gl.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +     config.window_width = 62;
> +     config.window_height = 62;
> +     config.supports_gl_compat_version = 32;
> +     config.supports_gl_core_version = 32;
> +     config.window_visual = PIGLIT_GL_VISUAL_DOUBLE |
> PIGLIT_GL_VISUAL_RGBA;
> +

Extra empty line.

> +PIGLIT_GL_TEST_CONFIG_END
> +
> +static const char vs_source[] =
> +     "#version 330\n"
> +     "#extension GL_ARB_gpu_shader_fp64 : require\n"
> +     "\n"
> +     "out vec4 color;\n"
> +     "\n"
> +     "uniform dvec2 u0;\n"
> +     "uniform dvec2 u1;\n"
> +     "\n"
> +     "layout(location = 0) in vec3 inVertexPosition;\n"
> +     "\n"
> +     "void main() {\n"
> +     "        gl_Position = vec4(inVertexPosition, 1);\n"
> +     "        dvec2 rg;\n"
> +     "        if (inVertexPosition.x < 0 && inVertexPosition.y <
> 0) {\n"
> +     "                double tmp0 = mod(u1.y, 4.0lf);\n"
> +     "                tmp0 += 3.0lf / 4.0lf + 0.25lf;\n"
> +     "                rg = dvec2(u1.x, tmp0 - 1.0);\n"
> +     "        } else {\n"
> +     "                dvec2 tmp0 = 4.0lf * (floor(u0) -
> dvec2(0.75, 0.0lf));\n"
> +     "                tmp0.y = max(tmp0.y - 2, 0);\n"
> +     "                rg = tmp0;\n"
> +     "        }\n"
> +     "        color = vec4(rg, 0, 1);\n"
> +     "}\n";
> +
> +static const char fs_source[] =
> +     "#version 130\n"
> +     "\n"
> +     "in vec4 color;\n"
> +     "out vec4 frag_color;\n"
> +     "\n"
> +     "void main() {\n"
> +     "        frag_color = color;\n"
> +     "}\n";
> +
> +static GLuint prog, vertexArrayID;
> +static GLuint fb, rb;
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +

Extra empty line.

> +     GLuint vertexBuffer;
> +     GLuint vs, fs;
> +     // Vertex data
> +     static const GLfloat vertexData[4 * 3] = {
> +             -1.0f,  -1.0f,  -1.0f,
> +              1.0f,  -1.0f,  -1.0f,
> +             -1.0f,   1.0f,  -1.0f,
> +              1.0f,   1.0f,  -1.0f,
> +     };
> +     GLuint u0, u1;
> +     double d0[2] = {1.4, 0.2};
> +     double d1[2] = {0.0, 5.0};
> +
> +     piglit_require_extension("GL_ARB_uniform_buffer_object");

GLSL 330, no GL_ARB_uniform_buffer_object needed.

> +     piglit_require_extension("GL_ARB_gpu_shader_fp64");
> +
> +     piglit_require_GLSL_version(130);

GLSL 330

> +     piglit_require_vertex_shader();
> +     piglit_require_fragment_shader();

No need to check. GL_ARB_gpu_shader_fp64 already guarantees this.

> +
> +     fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER,
> fs_source);
> +     vs = piglit_compile_shader_text(GL_VERTEX_SHADER,
> vs_source);
> +     prog = piglit_link_simple_program(vs, fs);

This whole block can be substituted with piglit_build_simple_program()

> +
> +     glUseProgram(prog);
> +
> +     glClearColor(0, 0, 0, 1);
> +     glPointSize(10.0);
> +
> +     u0 = glGetUniformLocation(prog, "u0");
> +     u1 = glGetUniformLocation(prog, "u1");

This is duplicated below. I would remove this one.

> +
> +     glGenRenderbuffers(1, &rb);
> +     glBindRenderbuffer(GL_RENDERBUFFER, rb);
> +     glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA,
> +                           piglit_width, piglit_height);
> +
> +     glGenFramebuffers(1, &fb);
> +     glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
> +     glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER,
> GL_COLOR_ATTACHMENT0,
> +                               GL_RENDERBUFFER, rb);
> +
> +     /* Uniform*/
> +     u0 = glGetUniformLocation(prog, "u0");
> +     u1 = glGetUniformLocation(prog, "u1");
> +
> +     glUniform2dv(u0, 1, d0);
> +     glUniform2dv(u1, 1, d1);
> +
> +     // Record vertex data and attributes in a VAO
> +     glGenVertexArrays(1, &vertexArrayID);
> +     glBindVertexArray(vertexArrayID);
> +     // Upload vertex position data to a VBO
> +     glGenBuffers(1, &vertexBuffer);
> +     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
> +     glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData),
> +                  vertexData, GL_STATIC_DRAW);
> +
> +     // Bind vertex position VBO to vertex shader attribute index
> 0
> +     glEnableVertexAttribArray(0);
> +     glVertexAttribPointer(
> +             0,                  // attribute index
> +             3,                  // size
> +             GL_FLOAT,           // type
> +             GL_FALSE,           // normalized?
> +             0,                  // stride
> +             (void*)0            // buffer offset
> +             );
> +
> +     glBindBuffer(GL_ARRAY_BUFFER, 0);
> +     // Unbind VAO
> +     glBindVertexArray(0);
> +     // Disable attribute arrays
> +     glDisableVertexAttribArray(0);
> +
> +     if (!piglit_check_gl_error(GL_NO_ERROR))
> +             piglit_report_result(PIGLIT_FAIL);
> +}
> +
> +enum piglit_result piglit_display(void)
> +{
> +     bool pass = true;
> +     float red[4] = {1.0, 0.0, 0.0, 1.0};
> +     float green[4] = {0.0, 1.0, 0.0, 1.0};
> +
> +     glUseProgram(prog);
> +     glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
> +     glViewport(0, 0, piglit_width, piglit_height);
> +
> +     glClear(GL_COLOR_BUFFER_BIT);
> +     glBindVertexArray(vertexArrayID);
> +     glDrawArrays(GL_POINTS, 0, 4);
> +     glBindVertexArray(0);
> +
> +     glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
> +
> +     /* Verify */
> +     pass = piglit_probe_pixel_rgba(0, 0, green) && pass;
> +     pass = piglit_probe_pixel_rgba(0, piglit_height - 1, red) &&
> pass;
> +     pass = piglit_probe_pixel_rgba(piglit_width - 1,
> +                                    piglit_height - 1, red) &&
> pass;
> +     pass = piglit_probe_pixel_rgba(piglit_width - 1, 0, red) &&
> pass;
> +
> +     pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
> +     piglit_present_results();
> +
> +     return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> diff --git a/tests/spec/arb_gpu_shader_fp64/vs-non-uniform-control-
> flow-const.c b/tests/spec/arb_gpu_shader_fp64/vs-non-uniform-control-
> flow-const.c
> new file mode 100644
> index 0000000..f460d9e
> --- /dev/null
> +++ b/tests/spec/arb_gpu_shader_fp64/vs-non-uniform-control-flow-
> const.c
> @@ -0,0 +1,169 @@
> +/*
> + * Copyright © 2016 Intel Corporation
> + *
> + * Permission is hereby granted, free of charge, to any person
> obtaining a
> + * copy of this software and associated documentation files (the
> "Software"),
> + * to deal in the Software without restriction, including without
> limitation
> + * the rights to use, copy, modify, merge, publish, distribute,
> sublicense,
> + * and/or sell copies of the Software, and to permit persons to whom
> the
> + * Software is furnished to do so, subject to the following
> conditions:
> + *
> + * The above copyright notice and this permission notice (including
> the next
> + * paragraph) shall be included in all copies or substantial
> portions of the
> + * Software.
> + *
> + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
> EXPRESS OR
> + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
> MERCHANTABILITY,
> + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO
> EVENT SHALL
> + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES
> OR OTHER
> + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
> ARISING
> + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
> OTHER
> + * DEALINGS IN THE SOFTWARE.
> + */
> +
> +/** @file fs-non-uniform-control-flow-const.c

vs-non-uniform-control-flow-const.c

> + *
> + * This test checks that constant writes to double type variables in
> GLSL
> + * work correctly when the writes are under non-uniform control
> flow.
> + */
> +
> +#include "piglit-util-gl.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +     config.window_width = 62;
> +     config.window_height = 62;
> +     config.supports_gl_compat_version = 32;
> +     config.supports_gl_core_version = 32;
> +     config.window_visual = PIGLIT_GL_VISUAL_DOUBLE |
> PIGLIT_GL_VISUAL_RGBA;
> +

Extra empty line

> +PIGLIT_GL_TEST_CONFIG_END
> +
> +static const char vs_source[] =
> +     "#version 330\n"
> +     "#extension GL_ARB_gpu_shader_fp64 : require\n"
> +     "\n"
> +     "out vec4 color;\n"
> +     "\n"
> +     "layout(location = 0) in vec3 inVertexPosition;\n"
> +     "\n"
> +     "void main() {\n"
> +     "        gl_Position = vec4(inVertexPosition, 1);\n"
> +     "        dvec2 rg;\n"
> +     "        if (inVertexPosition.x < 0 && inVertexPosition.y <
> 0)\n"
> +     "                rg = dvec2(0.0lf, 1.0lf);\n"
> +     "        else\n"
> +     "                rg = dvec2(1.0lf, 0.0lf);\n"
> +     "        color = vec4(rg, 0, 1);\n"
> +     "}\n";
> +
> +static const char fs_source[] =
> +     "#version 130\n"
> +     "\n"
> +     "in vec4 color;\n"
> +     "out vec4 frag_color;\n"
> +     "\n"
> +     "void main() {\n"
> +     "        frag_color = color;\n"
> +     "}\n";
> +
> +static GLuint prog, vertexArrayID;
> +static GLuint fb, rb;
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +

Extra empty line.

> +     GLuint vertexBuffer;
> +     GLuint vs, fs;
> +     // Vertex data
> +     static const GLfloat vertexData[4 * 3] = {
> +             -1.0f,  -1.0f,  -1.0f,
> +              1.0f,  -1.0f,  -1.0f,
> +             -1.0f,   1.0f,  -1.0f,
> +              1.0f,   1.0f,  -1.0f,
> +     };
> +
> +     piglit_require_extension("GL_ARB_gpu_shader_fp64");
> +
> +     piglit_require_GLSL_version(130);

GLSL 330

> +     piglit_require_vertex_shader();
> +     piglit_require_fragment_shader();

No need to check. GL_ARB_gpu_shader_fp64 already guarantees this.

> +
> +     fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER,
> fs_source);
> +     vs = piglit_compile_shader_text(GL_VERTEX_SHADER,
> vs_source);
> +     prog = piglit_link_simple_program(vs, fs);

This whole block can be substituted with piglit_build_simple_program()

> +
> +     glUseProgram(prog);
> +
> +     glClearColor(0, 0, 0, 1);
> +     glPointSize(10.0);
> +
> +     glGenRenderbuffers(1, &rb);
> +     glBindRenderbuffer(GL_RENDERBUFFER, rb);
> +     glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA,
> +                           piglit_width, piglit_height);
> +
> +     glGenFramebuffers(1, &fb);
> +     glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
> +     glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER,
> GL_COLOR_ATTACHMENT0,
> +                               GL_RENDERBUFFER, rb);
> +
> +     // Record vertex data and attributes in a VAO
> +     glGenVertexArrays(1, &vertexArrayID);
> +     glBindVertexArray(vertexArrayID);
> +     // Upload vertex position data to a VBO
> +     glGenBuffers(1, &vertexBuffer);
> +     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
> +     glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData),
> +                  vertexData, GL_STATIC_DRAW);
> +
> +     // Bind vertex position VBO to vertex shader attribute index
> 0
> +     glEnableVertexAttribArray(0);
> +     glVertexAttribPointer(
> +             0,                  // attribute index
> +             3,                  // size
> +             GL_FLOAT,           // type
> +             GL_FALSE,           // normalized?
> +             0,                  // stride
> +             (void*)0            // buffer offset
> +             );
> +
> +     glBindBuffer(GL_ARRAY_BUFFER, 0);
> +     // Unbind VAO
> +     glBindVertexArray(0);
> +     // Disable attribute arrays
> +     glDisableVertexAttribArray(0);
> +
> +     if (!piglit_check_gl_error(GL_NO_ERROR))
> +             piglit_report_result(PIGLIT_FAIL);
> +}
> +
> +enum piglit_result piglit_display(void)
> +{
> +     bool pass = true;
> +     float red[4] = {1.0, 0.0, 0.0, 1.0};
> +     float green[4] = {0.0, 1.0, 0.0, 1.0};
> +
> +     glUseProgram(prog);
> +     glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
> +     glViewport(0, 0, piglit_width, piglit_height);
> +
> +     glClear(GL_COLOR_BUFFER_BIT);
> +     glBindVertexArray(vertexArrayID);
> +     glDrawArrays(GL_POINTS, 0, 4);
> +     glBindVertexArray(0);
> +
> +     glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
> +
> +     /* Verify */
> +     pass = piglit_probe_pixel_rgba(0, 0, green) && pass;
> +     pass = piglit_probe_pixel_rgba(0, piglit_height - 1, red) &&
> pass;
> +     pass = piglit_probe_pixel_rgba(piglit_width - 1,
> +                                    piglit_height - 1, red) &&
> pass;
> +     pass = piglit_probe_pixel_rgba(piglit_width - 1, 0, red) &&
> pass;
> +
> +     pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
> +     piglit_present_results();
> +
> +     return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> diff --git a/tests/spec/arb_gpu_shader_fp64/vs-non-uniform-control-
> flow-packing.c b/tests/spec/arb_gpu_shader_fp64/vs-non-uniform-
> control-flow-packing.c
> new file mode 100644
> index 0000000..beccfd7
> --- /dev/null
> +++ b/tests/spec/arb_gpu_shader_fp64/vs-non-uniform-control-flow-
> packing.c
> @@ -0,0 +1,191 @@
> +/*
> + * Copyright © 2016 Intel Corporation
> + *
> + * Permission is hereby granted, free of charge, to any person
> obtaining a
> + * copy of this software and associated documentation files (the
> "Software"),
> + * to deal in the Software without restriction, including without
> limitation
> + * the rights to use, copy, modify, merge, publish, distribute,
> sublicense,
> + * and/or sell copies of the Software, and to permit persons to whom
> the
> + * Software is furnished to do so, subject to the following
> conditions:
> + *
> + * The above copyright notice and this permission notice (including
> the next
> + * paragraph) shall be included in all copies or substantial
> portions of the
> + * Software.
> + *
> + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
> EXPRESS OR
> + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
> MERCHANTABILITY,
> + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO
> EVENT SHALL
> + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES
> OR OTHER
> + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
> ARISING
> + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
> OTHER
> + * DEALINGS IN THE SOFTWARE.
> + */
> +
> +/** @file fs-non-uniform-control-flow-packing.c

vs-non-uniform-control-flow-packing.c

> + *
> + * This test checks the double packing ops work correctly when they
> are
> + * under non-uniform control flow.
> + */
> +
> +#include "piglit-util-gl.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +     config.window_width = 62;
> +     config.window_height = 62;
> +     config.supports_gl_compat_version = 32;
> +     config.supports_gl_core_version = 32;
> +     config.window_visual = PIGLIT_GL_VISUAL_DOUBLE |
> PIGLIT_GL_VISUAL_RGBA;
> +

Extra empty line.

> +PIGLIT_GL_TEST_CONFIG_END
> +
> +static const char vs_source[] =
> +     "#version 330\n"
> +     "#extension GL_ARB_gpu_shader_fp64 : require\n"
> +     "\n"
> +     "out vec4 color;\n"
> +     "\n"
> +     "uniform uvec2 u0;\n"
> +     "uniform uvec2 u1;\n"
> +     "\n"
> +     "layout(location = 0) in vec3 inVertexPosition;\n"
> +     "\n"
> +     "void main() {\n"
> +     "        gl_Position = vec4(inVertexPosition, 1);\n"
> +     "        dvec2 rg;\n"
> +     "        if (inVertexPosition.x < 0 && inVertexPosition.y <
> 0) {\n"
> +     "                double tmp0 = packDouble2x32(u0) -
> 2.0lf;\n"
> +     "                double tmp1 = packDouble2x32(u1);\n"
> +     "                rg = dvec2(tmp0, tmp1);\n"
> +     "        } else {\n"
> +     "                double tmp0 = packDouble2x32(u0) -
> 2.0lf;\n"
> +     "                double tmp1 = packDouble2x32(u1);\n"
> +     "                rg = dvec2(tmp1, tmp0);\n"
> +     "        }\n"
> +     "        color = vec4(rg, 0, 1);\n"
> +     "}\n";
> +
> +static const char fs_source[] =
> +     "#version 130\n"
> +     "\n"
> +     "in vec4 color;\n"
> +     "out vec4 frag_color;\n"
> +     "\n"
> +     "void main() {\n"
> +     "        frag_color = color;\n"
> +     "}\n";
> +
> +static GLuint prog, vertexArrayID;
> +static GLuint fb, rb;
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +

Extra empty line.

> +     GLuint vertexBuffer;
> +     GLuint vs, fs;
> +     // Vertex data
> +     static const GLfloat vertexData[4 * 3] = {
> +             -1.0f,  -1.0f,  -1.0f,
> +              1.0f,  -1.0f,  -1.0f,
> +             -1.0f,   1.0f,  -1.0f,
> +              1.0f,   1.0f,  -1.0f,
> +     };
> +     GLuint u0, u1;
> +     uint d0[2] = {0x0, 0x40000000};
> +     uint d1[2] = {0x0, 0x3FF00000};
> +
> +     piglit_require_extension("GL_ARB_uniform_buffer_object");

No need to check. GLSL 330.

> +     piglit_require_extension("GL_ARB_gpu_shader_fp64");
> +
> +     piglit_require_GLSL_version(130);

GLSL 330

> +     piglit_require_vertex_shader();
> +     piglit_require_fragment_shader();

No need to check. GL_ARB_gpu_shader_fp64 already guarantees this.

> +
> +     fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER,
> fs_source);
> +     vs = piglit_compile_shader_text(GL_VERTEX_SHADER,
> vs_source);
> +     prog = piglit_link_simple_program(vs, fs);

This whole block can be substituted with piglit_build_simple_program()

> +
> +     glUseProgram(prog);
> +
> +     glClearColor(0, 0, 0, 1);
> +     glPointSize(10.0);
> +
> +     u0 = glGetUniformLocation(prog, "u0");
> +     u1 = glGetUniformLocation(prog, "u1");

This is duplicated below. I would remove this one ...

> +
> +     glUniform2uiv(u0, 1, d0);
> +     glUniform2uiv(u1, 1, d1);

... and move this also below, so it is homogeneous with the previous
tests.

> +
> +     glGenRenderbuffers(1, &rb);
> +     glBindRenderbuffer(GL_RENDERBUFFER, rb);
> +     glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA,
> +                           piglit_width, piglit_height);
> +
> +     glGenFramebuffers(1, &fb);
> +     glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
> +     glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER,
> GL_COLOR_ATTACHMENT0,
> +                               GL_RENDERBUFFER, rb);
> +
> +     /* Uniform*/
> +     u0 = glGetUniformLocation(prog, "u0");
> +     u1 = glGetUniformLocation(prog, "u1");
> +
> +     // Record vertex data and attributes in a VAO
> +     glGenVertexArrays(1, &vertexArrayID);
> +     glBindVertexArray(vertexArrayID);
> +     // Upload vertex position data to a VBO
> +     glGenBuffers(1, &vertexBuffer);
> +     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
> +     glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData),
> +                  vertexData, GL_STATIC_DRAW);
> +
> +     // Bind vertex position VBO to vertex shader attribute index
> 0
> +     glEnableVertexAttribArray(0);
> +     glVertexAttribPointer(
> +             0,                  // attribute index
> +             3,                  // size
> +             GL_FLOAT,           // type
> +             GL_FALSE,           // normalized?
> +             0,                  // stride
> +             (void*)0            // buffer offset
> +             );
> +
> +     glBindBuffer(GL_ARRAY_BUFFER, 0);
> +     // Unbind VAO
> +     glBindVertexArray(0);
> +     // Disable attribute arrays
> +     glDisableVertexAttribArray(0);
> +
> +     if (!piglit_check_gl_error(GL_NO_ERROR))
> +             piglit_report_result(PIGLIT_FAIL);
> +}
> +
> +enum piglit_result piglit_display(void)
> +{
> +     bool pass = true;
> +     float red[4] = {1.0, 0.0, 0.0, 1.0};
> +     float green[4] = {0.0, 1.0, 0.0, 1.0};
> +
> +     glUseProgram(prog);
> +     glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
> +     glViewport(0, 0, piglit_width, piglit_height);
> +
> +     glClear(GL_COLOR_BUFFER_BIT);
> +     glBindVertexArray(vertexArrayID);
> +     glDrawArrays(GL_POINTS, 0, 4);
> +     glBindVertexArray(0);
> +
> +     glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
> +
> +     /* Verify */
> +     pass = piglit_probe_pixel_rgba(0, 0, green) && pass;
> +     pass = piglit_probe_pixel_rgba(0, piglit_height - 1, red) &&
> pass;
> +     pass = piglit_probe_pixel_rgba(piglit_width - 1,
> +                                    piglit_height - 1, red) &&
> pass;
> +     pass = piglit_probe_pixel_rgba(piglit_width - 1, 0, red) &&
> pass;
> +
> +     pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
> +     piglit_present_results();
> +
> +     return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> diff --git a/tests/spec/arb_gpu_shader_fp64/vs-non-uniform-control-
> flow-ssbo.c b/tests/spec/arb_gpu_shader_fp64/vs-non-uniform-control-
> flow-ssbo.c
> new file mode 100644
> index 0000000..9952bed
> --- /dev/null
> +++ b/tests/spec/arb_gpu_shader_fp64/vs-non-uniform-control-flow-
> ssbo.c
> @@ -0,0 +1,187 @@
> +/*
> + * Copyright © 2016 Intel Corporation
> + *
> + * Permission is hereby granted, free of charge, to any person
> obtaining a
> + * copy of this software and associated documentation files (the
> "Software"),
> + * to deal in the Software without restriction, including without
> limitation
> + * the rights to use, copy, modify, merge, publish, distribute,
> sublicense,
> + * and/or sell copies of the Software, and to permit persons to whom
> the
> + * Software is furnished to do so, subject to the following
> conditions:
> + *
> + * The above copyright notice and this permission notice (including
> the next
> + * paragraph) shall be included in all copies or substantial
> portions of the
> + * Software.
> + *
> + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
> EXPRESS OR
> + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
> MERCHANTABILITY,
> + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO
> EVENT SHALL
> + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES
> OR OTHER
> + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
> ARISING
> + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
> OTHER
> + * DEALINGS IN THE SOFTWARE.
> + */
> +
> +/** @file fs-non-uniform-control-flow-ssbo.c

vs-non-uniform-control-flow-ssbo.c

> + *
> + * This test checks that shader storage block writes to double type
> variables
> + * in GLSL works correctly when the writes are under non-uniform
> control flow.
> + */
> +
> +#include "piglit-util-gl.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +     config.window_width = 62;
> +     config.window_height = 62;
> +     config.supports_gl_compat_version = 32;
> +     config.supports_gl_core_version = 32;
> +     config.window_visual = PIGLIT_GL_VISUAL_DOUBLE |
> PIGLIT_GL_VISUAL_RGBA;
> +

Extra empty line.

> +PIGLIT_GL_TEST_CONFIG_END
> +
> +#define SSBO_SIZE 12
> +
> +static const char vs_source[] =
> +     "#version 330\n"
> +     "#extension GL_ARB_shader_storage_buffer_object : require\n"
> +     "#extension GL_ARB_uniform_buffer_object : require\n"
> +     "#extension GL_ARB_gpu_shader_fp64 : require\n"

GL_ARB_shader_storage_buffer_object requires GLSL >= 400, and GLSL >=
400 already includes uniform buffer objects and doubles
so GL_ARB_uniform_buffer_object and GL_ARB_gpu_shader_fp64 can be
removed.

> +     "\n"
> +     "out vec4 color;\n"
> +     "\n"
> +     "layout(std430, binding=2) buffer ssbo {\n"
> +     "        dvec2 color2[];\n"
> +     "};\n"
> +     "\n"
> +     "layout(location = 0) in vec3 inVertexPosition;\n"
> +     "\n"
> +     "void main() {\n"
> +     "        gl_Position = vec4(inVertexPosition, 1);\n"
> +     "        dvec2 rg;\n"
> +     "        if (inVertexPosition.x < 0 && inVertexPosition.y <
> 0) {\n"
> +     "                color2[0] = dvec2(0.0lf, 1.0lf);\n"
> +     "                rg = color2[0];\n"
> +     "        } else {\n"
> +     "                color2[1] = dvec2(1.0lf, 0.0lf);\n"
> +     "                rg = color2[1];\n"
> +     "        }\n"
> +     "        color = vec4(rg, 0, 1);\n"
> +     "}\n";
> +
> +static const char fs_source[] =
> +     "#version 130\n"
> +     "\n"
> +     "in vec4 color;\n"
> +     "out vec4 frag_color;\n"
> +     "\n"
> +     "void main() {\n"
> +     "        frag_color = color;\n"
> +     "}\n";
> +
> +static GLuint prog, vertexArrayID;
> +static GLuint fb, rb;
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +

Extra empty line.

> +     GLuint buffer, vertexBuffer;
> +     GLuint vs, fs;
> +     double ssbo_values[SSBO_SIZE] = {0};
> +     // Vertex data
> +     static const GLfloat vertexData[4 * 3] = {
> +             -1.0f,  -1.0f,  -1.0f,
> +              1.0f,  -1.0f,  -1.0f,
> +             -1.0f,   1.0f,  -1.0f,
> +              1.0f,   1.0f,  -1.0f,
> +     };
> +
> +     piglit_require_extension("GL_ARB_shader_storage_buffer_objec
> t");
> +     piglit_require_extension("GL_ARB_gpu_shader_fp64");

No need. GLSL 400

> +
> +     piglit_require_GLSL_version(130);

GLSL 400

> +     piglit_require_vertex_shader();
> +     piglit_require_fragment_shader();

No need to check. GL_ARB_shader_storage_buffer_object already
guarantees this.

> +
> +     fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER,
> fs_source);
> +     vs = piglit_compile_shader_text(GL_VERTEX_SHADER,
> vs_source);
> +     prog = piglit_link_simple_program(vs, fs);

This whole block can be substituted with piglit_build_simple_program()

> +
> +     glUseProgram(prog);
> +
> +     glClearColor(0, 0, 0, 1);
> +     glPointSize(10.0);
> +
> +     glGenRenderbuffers(1, &rb);
> +     glBindRenderbuffer(GL_RENDERBUFFER, rb);
> +     glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA,
> +                           piglit_width, piglit_height);
> +
> +     glGenFramebuffers(1, &fb);
> +     glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
> +     glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER,
> GL_COLOR_ATTACHMENT0,
> +                               GL_RENDERBUFFER, rb);
> +
> +     glGenBuffers(1, &buffer);
> +     glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, buffer);
> +     glBufferData(GL_SHADER_STORAGE_BUFFER,
> SSBO_SIZE*sizeof(GLdouble),
> +                  &ssbo_values[0], GL_DYNAMIC_DRAW);
> +
> +     // Record vertex data and attributes in a VAO
> +     glGenVertexArrays(1, &vertexArrayID);
> +     glBindVertexArray(vertexArrayID);
> +     // Upload vertex position data to a VBO
> +     glGenBuffers(1, &vertexBuffer);
> +     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
> +     glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData),
> +                  vertexData, GL_STATIC_DRAW);
> +
> +     // Bind vertex position VBO to vertex shader attribute index
> 0
> +     glEnableVertexAttribArray(0);
> +     glVertexAttribPointer(
> +             0,                  // attribute index
> +             3,                  // size
> +             GL_FLOAT,           // type
> +             GL_FALSE,           // normalized?
> +             0,                  // stride
> +             (void*)0            // buffer offset
> +             );
> +
> +     glBindBuffer(GL_ARRAY_BUFFER, 0);
> +     // Unbind VAO
> +     glBindVertexArray(0);
> +     // Disable attribute arrays
> +     glDisableVertexAttribArray(0);
> +
> +     if (!piglit_check_gl_error(GL_NO_ERROR))
> +             piglit_report_result(PIGLIT_FAIL);
> +}
> +
> +enum piglit_result piglit_display(void)
> +{
> +     bool pass = true;
> +     float red[4] = {1.0, 0.0, 0.0, 1.0};
> +     float green[4] = {0.0, 1.0, 0.0, 1.0};
> +
> +     glUseProgram(prog);
> +     glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
> +     glViewport(0, 0, piglit_width, piglit_height);
> +
> +     glClear(GL_COLOR_BUFFER_BIT);
> +     glBindVertexArray(vertexArrayID);
> +     glDrawArrays(GL_POINTS, 0, 4);
> +     glBindVertexArray(0);
> +
> +     glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
> +
> +     /* Verify */
> +     pass = piglit_probe_pixel_rgba(0, 0, green) && pass;
> +     pass = piglit_probe_pixel_rgba(0, piglit_height - 1, red) &&
> pass;
> +     pass = piglit_probe_pixel_rgba(piglit_width - 1,
> +                                    piglit_height - 1, red) &&
> pass;
> +     pass = piglit_probe_pixel_rgba(piglit_width - 1, 0, red) &&
> pass;
> +
> +     pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
> +     piglit_present_results();
> +
> +     return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> diff --git a/tests/spec/arb_gpu_shader_fp64/vs-non-uniform-control-
> flow-ubo.c b/tests/spec/arb_gpu_shader_fp64/vs-non-uniform-control-
> flow-ubo.c
> new file mode 100644
> index 0000000..d32b732
> --- /dev/null
> +++ b/tests/spec/arb_gpu_shader_fp64/vs-non-uniform-control-flow-
> ubo.c
> @@ -0,0 +1,186 @@
> +/*
> + * Copyright © 2016 Intel Corporation
> + *
> + * Permission is hereby granted, free of charge, to any person
> obtaining a
> + * copy of this software and associated documentation files (the
> "Software"),
> + * to deal in the Software without restriction, including without
> limitation
> + * the rights to use, copy, modify, merge, publish, distribute,
> sublicense,
> + * and/or sell copies of the Software, and to permit persons to whom
> the
> + * Software is furnished to do so, subject to the following
> conditions:
> + *
> + * The above copyright notice and this permission notice (including
> the next
> + * paragraph) shall be included in all copies or substantial
> portions of the
> + * Software.
> + *
> + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
> EXPRESS OR
> + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
> MERCHANTABILITY,
> + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO
> EVENT SHALL
> + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES
> OR OTHER
> + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
> ARISING
> + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
> OTHER
> + * DEALINGS IN THE SOFTWARE.
> + */
> +
> +/** @file fs-non-uniform-control-flow-ubo.c

vs-non-uniform-control-flow-ubo.c

> + *
> + * This test checks that uniform block reads works correctly when
> they are
> + * under non-uniform control flow.
> + */
> +
> +#include "piglit-util-gl.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +     config.window_width = 62;
> +     config.window_height = 62;
> +     config.supports_gl_compat_version = 32;
> +     config.supports_gl_core_version = 32;
> +     config.window_visual = PIGLIT_GL_VISUAL_DOUBLE |
> PIGLIT_GL_VISUAL_RGBA;
> +

Extra empty line.

> +PIGLIT_GL_TEST_CONFIG_END
> +
> +#define UBO_SIZE 12
> +
> +static const char vs_source[] =
> +     "#version 330\n"
> +     "#extension GL_ARB_uniform_buffer_object : require\n"

GLSL 330, no GL_ARB_uniform_buffer_object needed.

> +     "#extension GL_ARB_gpu_shader_fp64 : require\n"
> +     "#extension GL_ARB_shading_language_420pack : require\n"
> +     "\n"
> +     "out vec4 color;\n"
> +     "\n"
> +     "layout(binding=2) uniform ubo {\n"
> +     "        dvec2 color2[];\n"
> +     "};\n"
> +     "\n"
> +     "layout(location = 0) in vec3 inVertexPosition;\n"
> +     "\n"
> +     "void main() {\n"
> +     "        gl_Position = vec4(inVertexPosition, 1);\n"
> +     "        dvec2 rg;\n"
> +     "        if (inVertexPosition.x < 0 && inVertexPosition.y <
> 0)\n"
> +     "                rg = color2[0];\n"
> +     "        else\n"
> +     "                rg = color2[1];\n"
> +     "        color = vec4(rg, 0, 1);\n"
> +     "}\n";
> +
> +static const char fs_source[] =
> +     "#version 130\n"
> +     "\n"
> +     "in vec4 color;\n"
> +     "out vec4 frag_color;\n"
> +     "\n"
> +     "void main() {\n"
> +     "        frag_color = color;\n"
> +     "}\n";
> +
> +static GLuint prog, vertexArrayID;
> +static GLuint fb, rb;
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +

Extra empty line.

> +     GLuint vertexBuffer, buffer;
> +     GLuint vs, fs;
> +     // Vertex data
> +     static const GLfloat vertexData[4 * 3] = {
> +             -1.0f,  -1.0f,  -1.0f,
> +              1.0f,  -1.0f,  -1.0f,
> +             -1.0f,   1.0f,  -1.0f,
> +              1.0f,   1.0f,  -1.0f,
> +     };
> +     static double ubo_values[UBO_SIZE] = {0, 1, 1, 0,
> +                                           0, 0, 0, 0,
> +                                           0, 0, 0, 0};
> +
> +     piglit_require_extension("GL_ARB_uniform_buffer_object");

No need to check. GLSL 330

> +     piglit_require_extension("GL_ARB_gpu_shader_fp64");
> +
> +     piglit_require_GLSL_version(130);

GLSL 330

> +     piglit_require_vertex_shader();
> +     piglit_require_fragment_shader();

No need to check. GL_ARB_gpu_shader_fp64 already guarantees this.

> +
> +     fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER,
> fs_source);
> +     vs = piglit_compile_shader_text(GL_VERTEX_SHADER,
> vs_source);
> +     prog = piglit_link_simple_program(vs, fs);

This whole block can be substituted with piglit_build_simple_program()

> +
> +     glUseProgram(prog);
> +
> +     glClearColor(0, 0, 0, 1);
> +     glPointSize(10.0);
> +
> +     glGenRenderbuffers(1, &rb);
> +     glBindRenderbuffer(GL_RENDERBUFFER, rb);
> +     glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA,
> +                           piglit_width, piglit_height);
> +
> +     glGenFramebuffers(1, &fb);
> +     glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
> +     glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER,
> GL_COLOR_ATTACHMENT0,
> +                               GL_RENDERBUFFER, rb);
> +
> +     // Record vertex data and attributes in a VAO
> +     glGenVertexArrays(1, &vertexArrayID);
> +     glBindVertexArray(vertexArrayID);
> +     // Upload vertex position data to a VBO
> +     glGenBuffers(1, &vertexBuffer);
> +     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
> +     glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData),
> +                  vertexData, GL_STATIC_DRAW);
> +
> +     // Bind vertex position VBO to vertex shader attribute index
> 0
> +     glEnableVertexAttribArray(0);
> +     glVertexAttribPointer(
> +             0,                  // attribute index
> +             3,                  // size
> +             GL_FLOAT,           // type
> +             GL_FALSE,           // normalized?
> +             0,                  // stride
> +             (void*)0            // buffer offset
> +             );
> +
> +     glBindBuffer(GL_ARRAY_BUFFER, 0);
> +     // Unbind VAO
> +     glBindVertexArray(0);
> +     // Disable attribute arrays
> +     glDisableVertexAttribArray(0);
> +
> +     glGenBuffers(1, &buffer);
> +     glBindBufferBase(GL_UNIFORM_BUFFER, 2, buffer);
> +     glBufferData(GL_UNIFORM_BUFFER, UBO_SIZE*sizeof(GLdouble),
> +                             &ubo_values[0], GL_DYNAMIC_DRAW);
> +
> +     if (!piglit_check_gl_error(GL_NO_ERROR))
> +        piglit_report_result(PIGLIT_FAIL);
> +}
> +
> +enum piglit_result piglit_display(void)
> +{
> +     bool pass = true;
> +     float red[4] = {1.0, 0.0, 0.0, 1.0};
> +     float green[4] = {0.0, 1.0, 0.0, 1.0};
> +
> +     glUseProgram(prog);
> +     glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
> +     glViewport(0, 0, piglit_width, piglit_height);
> +
> +     glClear(GL_COLOR_BUFFER_BIT);
> +     glBindVertexArray(vertexArrayID);
> +     glDrawArrays(GL_POINTS, 0, 4);
> +     glBindVertexArray(0);
> +
> +     glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
> +
> +     /* Verify */
> +     pass = piglit_probe_pixel_rgba(0, 0, green) && pass;
> +     pass = piglit_probe_pixel_rgba(0, piglit_height - 1, red) &&
> pass;
> +     pass = piglit_probe_pixel_rgba(piglit_width - 1,
> +                                    piglit_height - 1, red) &&
> pass;
> +     pass = piglit_probe_pixel_rgba(piglit_width - 1, 0, red) &&
> pass;
> +
> +     pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
> +     piglit_present_results();
> +
> +     return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}

Other than the tiny nits it looks OK.

Reviewed-by: Andres Gomez <[email protected]>
-- 
Br,

Andres


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