Yeah, I know you meant a different one. I'm not really so into writing tests for AMD_texture_texture4 though.
Marek On Thu, Nov 29, 2018 at 6:02 PM Ilia Mirkin <imir...@alum.mit.edu> wrote: > I meant the one in texturing/shaders/textureGather.c. That one uses > variable coordinates, but a single layer texture. > On Wed, Nov 28, 2018 at 10:05 PM Marek Olšák <mar...@gmail.com> wrote: > > > > The test is the same as the textureGather shader test in shaders/. I > didn't make any changes to it besides the texture function name and > #extension. I didn't even bother figuring out how it works. :) > > > > Marek > > > > On Wed, Nov 28, 2018 at 8:49 PM Ilia Mirkin <imir...@alum.mit.edu> > wrote: > >> > >> On Wed, Nov 28, 2018 at 8:21 PM Marek Olšák <mar...@gmail.com> wrote: > >> > > >> > From: Marek Olšák <marek.ol...@amd.com> > >> > > >> > based on some ARB_texture_gather5 test. > >> > --- > >> > .../execution/texture4.shader_test | 84 > +++++++++++++++++++ > >> > 1 file changed, 84 insertions(+) > >> > create mode 100644 > tests/spec/amd_texture_texture4/execution/texture4.shader_test > >> > > >> > diff --git > a/tests/spec/amd_texture_texture4/execution/texture4.shader_test > b/tests/spec/amd_texture_texture4/execution/texture4.shader_test > >> > new file mode 100644 > >> > index 000000000..b27974d7a > >> > --- /dev/null > >> > +++ b/tests/spec/amd_texture_texture4/execution/texture4.shader_test > >> > @@ -0,0 +1,84 @@ > >> > +[require] > >> > +GLSL >= 1.10 > >> > +GL_AMD_texture_texture4 > >> > + > >> > +[vertex shader] > >> > >> I think just doing > >> > >> [vertex shader passthrough] > >> > >> gets you this shader without having to specify it. > >> > >> > +void main() > >> > +{ > >> > + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; > >> > +} > >> > + > >> > +[fragment shader] > >> > +#extension GL_AMD_texture_texture4 : require > >> > +/* Verify that gather4 always samples from the base level of a > mipmapped texture */ > >> > + > >> > +uniform sampler2D tex; > >> > + > >> > +void main() > >> > +{ > >> > + gl_FragColor = texture4(tex, vec2(0.5, 0.5)); > >> > +} > >> > + > >> > +[test] > >> > +uniform int tex 0 > >> > +texture miptree 0 > >> > >> IMHO this deserves a comment to remind the reader that level 0 = red, > >> 1 = green, 2 = blue, 3 = white. > >> > >> With these, small fixes, > >> > >> Reviewed-by: Ilia Mirkin <imir...@alum.mit.edu> > >> > >> For extra credit, adjust shaders/textureGather.c to allow to use > >> texture4 instead. Probably too complicated though. > >> > >> > +texparameter 2D min linear_mipmap_linear > >> > +texparameter 2D mag nearest > >> > + > >> > +texparameter 2D base_level 0 > >> > + > >> > +texparameter 2D swizzle_r red > >> > +draw rect -1 -1 0.5 0.5 > >> > +relative probe rgb (0.125, 0.125) (1.0, 1.0, 1.0) > >> > +texparameter 2D swizzle_r green > >> > +draw rect -0.5 -1 0.5 0.5 > >> > +relative probe rgb (0.375, 0.125) (0.0, 0.0, 0.0) > >> > +texparameter 2D swizzle_r blue > >> > +draw rect 0 -1 0.5 0.5 > >> > +relative probe rgb (0.625, 0.125) (0.0, 0.0, 0.0) > >> > +texparameter 2D swizzle_r alpha > >> > +draw rect 0.5 -1 0.5 0.5 > >> > +relative probe rgb (0.875, 0.125) (1.0, 1.0, 1.0) > >> > + > >> > +texparameter 2D base_level 1 > >> > + > >> > +texparameter 2D swizzle_r red > >> > +draw rect -1 -0.5 0.5 0.5 > >> > +relative probe rgb (0.125, 0.375) (0.0, 0.0, 0.0) > >> > +texparameter 2D swizzle_r green > >> > +draw rect -0.5 -0.5 0.5 0.5 > >> > +relative probe rgb (0.375, 0.375) (1.0, 1.0, 1.0) > >> > +texparameter 2D swizzle_r blue > >> > +draw rect 0 -0.5 0.5 0.5 > >> > +relative probe rgb (0.625, 0.375) (0.0, 0.0, 0.0) > >> > +texparameter 2D swizzle_r alpha > >> > +draw rect 0.5 -0.5 0.5 0.5 > >> > +relative probe rgb (0.875, 0.375) (1.0, 1.0, 1.0) > >> > + > >> > +texparameter 2D base_level 2 > >> > +texparameter 2D swizzle_r red > >> > +draw rect -1 0 0.5 0.5 > >> > +relative probe rgb (0.125, 0.625) (0.0, 0.0, 0.0) > >> > +texparameter 2D swizzle_r green > >> > +draw rect -0.5 0 0.5 0.5 > >> > +relative probe rgb (0.375, 0.625) (0.0, 0.0, 0.0) > >> > +texparameter 2D swizzle_r blue > >> > +draw rect 0 0 0.5 0.5 > >> > +relative probe rgb (0.625, 0.625) (1.0, 1.0, 1.0) > >> > +texparameter 2D swizzle_r alpha > >> > +draw rect 0.5 0 0.5 0.5 > >> > +relative probe rgb (0.875, 0.625) (1.0, 1.0, 1.0) > >> > + > >> > +texparameter 2D base_level 3 > >> > +texparameter 2D swizzle_r red > >> > +draw rect -1 0.5 0.5 0.5 > >> > +relative probe rgb (0.125, 0.875) (1.0, 1.0, 1.0) > >> > +texparameter 2D swizzle_r green > >> > +draw rect -0.5 0.5 0.5 0.5 > >> > +relative probe rgb (0.375, 0.875) (1.0, 1.0, 1.0) > >> > +texparameter 2D swizzle_r blue > >> > +draw rect 0 0.5 0.5 0.5 > >> > +relative probe rgb (0.625, 0.875) (1.0, 1.0, 1.0) > >> > +texparameter 2D swizzle_r alpha > >> > +draw rect 0.5 0.5 0.5 0.5 > >> > +relative probe rgb (0.875, 0.875) (1.0, 1.0, 1.0) > >> > -- > >> > 2.17.1 > >> > > >> > _______________________________________________ > >> > Piglit mailing list > >> > Piglit@lists.freedesktop.org > >> > https://lists.freedesktop.org/mailman/listinfo/piglit >
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