We found issues with this case while developing i965's Ivybridge patches
to support arb_gpu_shader_fp64.

Signed-off-by: Samuel Iglesias Gonsálvez <sigles...@igalia.com>
---
 tests/all.py                                       |   2 +
 tests/spec/arb_gpu_shader_fp64/CMakeLists.gl.txt   |   2 +
 .../fs-non-uniform-control-flow-f2d.c              | 135 +++++++++++++++++
 .../vs-non-uniform-control-flow-f2d.c              | 166 +++++++++++++++++++++
 4 files changed, 305 insertions(+)
 create mode 100644 
tests/spec/arb_gpu_shader_fp64/fs-non-uniform-control-flow-f2d.c
 create mode 100644 
tests/spec/arb_gpu_shader_fp64/vs-non-uniform-control-flow-f2d.c

diff --git a/tests/all.py b/tests/all.py
index 6d5826c..fec7137 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -2211,6 +2211,8 @@ with profile.group_manager(
     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'])
+    g(['arb_gpu_shader_fp64-vs-non-uniform-control-flow-f2d'])
+    g(['arb_gpu_shader_fp64-fs-non-uniform-control-flow-f2d'])
 
 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 209442f..d9f5dd5 100644
--- a/tests/spec/arb_gpu_shader_fp64/CMakeLists.gl.txt
+++ b/tests/spec/arb_gpu_shader_fp64/CMakeLists.gl.txt
@@ -19,3 +19,5 @@ piglit_add_executable 
(arb_gpu_shader_fp64-fs-non-uniform-control-flow-alu fs-no
 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)
+piglit_add_executable (arb_gpu_shader_fp64-fs-non-uniform-control-flow-f2d 
fs-non-uniform-control-flow-f2d.c)
+piglit_add_executable (arb_gpu_shader_fp64-vs-non-uniform-control-flow-f2d 
vs-non-uniform-control-flow-f2d.c)
diff --git a/tests/spec/arb_gpu_shader_fp64/fs-non-uniform-control-flow-f2d.c 
b/tests/spec/arb_gpu_shader_fp64/fs-non-uniform-control-flow-f2d.c
new file mode 100644
index 0000000..b701dd0
--- /dev/null
+++ b/tests/spec/arb_gpu_shader_fp64/fs-non-uniform-control-flow-f2d.c
@@ -0,0 +1,135 @@
+/*
+ * 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-f2d.c
+ *
+ * It checks that a float to double conversion works correctly when it is
+ * 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
+
+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 330\n"
+       "#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 rg; \n"
+       "        vec2 value;\n"
+       "        if ((cx + cy) % 2 == 0)\n"
+       "                value = vec2(1.0f, 0.0f);\n"
+       "        else\n"
+       "                value = vec2(0.0f, 1.0f);\n"
+       "        rg = dvec2(value); \n"
+       "        if (rg == dvec2(0, 1))\n"
+       "            color = vec4(0, 0, 1, 1);\n"
+       "        else\n"
+       "            color = vec4(rg, 0, 1);\n"
+       "}\n";
+
+GLuint prog, fbo;
+
+void
+piglit_init(int argc, char **argv)
+{
+       GLuint buffer;
+
+       piglit_require_GLSL_version(330);
+       piglit_require_extension("GL_ARB_gpu_shader_fp64");
+
+       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;
+                       if ((cx + cy) % 2 != 0) {
+                               expected[0] = 0.0;
+                               expected[1] = 0.0;
+                               expected[2] = 1.0;
+                               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_tolerance,
+                                                    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-f2d.c 
b/tests/spec/arb_gpu_shader_fp64/vs-non-uniform-control-flow-f2d.c
new file mode 100644
index 0000000..94af02c
--- /dev/null
+++ b/tests/spec/arb_gpu_shader_fp64/vs-non-uniform-control-flow-f2d.c
@@ -0,0 +1,166 @@
+/*
+ * 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 vs-non-uniform-control-flow-f2d.c
+ *
+ * It checks that a float to double conversion works correctly when it is
+ * 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
+
+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"
+       "        vec2 value;\n"
+       "        if (inVertexPosition.x < 0 && inVertexPosition.y < 0)\n"
+       "                value = vec2(1.0f, 0.0f);\n"
+       "        else\n"
+       "                value = vec2(0.0f, 1.0f);\n"
+       "        rg = dvec2(value); \n"
+       "        if (rg == dvec2(0, 1))\n"
+       "            color = vec4(0, 0, 1, 1);\n"
+       "        else\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)
+{
+       GLuint vertexBuffer;
+       // 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(330);
+
+       prog = piglit_build_simple_program(vs_source, fs_source);
+       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 blue[4] = {0.0, 0.0, 1.0, 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, red) && pass;
+       pass = piglit_probe_pixel_rgba(0, piglit_height - 1, blue) && pass;
+       pass = piglit_probe_pixel_rgba(piglit_width - 1,
+                                      piglit_height - 1, blue) && pass;
+       pass = piglit_probe_pixel_rgba(piglit_width - 1, 0, blue) && pass;
+
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+       piglit_present_results();
+
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
-- 
2.7.4

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