diff options
author | Dave Airlie <airlied@redhat.com> | 2015-09-30 09:17:33 +0100 |
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committer | Dave Airlie <airlied@redhat.com> | 2015-10-01 07:08:13 +0100 |
commit | b9e49a94975337b5930815a15c659fc72ff3122d (patch) | |
tree | a74f61336f2717c470f342d838dec807440a8561 | |
parent | 6187713c10c6937587fda500d35872629b578ec4 (diff) |
tess/fp64: add some basic cross over tests
CTS tests this a lot better than piglit, but this is a good place
to start, I've got a bunch of fixes queued for mesa to address
some of these problems.
This adds 3 tests:
simple double vs->tcs->tes->fs
simple dvec2 vs->tcs->tes->fs
simple double[2] vs->tcs->tes->fs
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
3 files changed, 258 insertions, 0 deletions
diff --git a/tests/spec/arb_tessellation_shader/execution/double-array-vs-tcs-tes.shader_test b/tests/spec/arb_tessellation_shader/execution/double-array-vs-tcs-tes.shader_test new file mode 100644 index 000000000..da8397e66 --- /dev/null +++ b/tests/spec/arb_tessellation_shader/execution/double-array-vs-tcs-tes.shader_test @@ -0,0 +1,98 @@ +# simple double array through vs->tcs->tes->fs. +[require] +GLSL >= 1.50 +GL_ARB_tessellation_shader +GL_ARB_gpu_shader_fp64 + +[vertex shader] +#extension GL_ARB_gpu_shader_fp64: require + +in vec4 vertex; + +out VS { + double vs_var0[2]; +}; + +void main() +{ + gl_Position = vertex; + vs_var0[0] = 1.0LF; + vs_var0[1] = 2.0LF; +} + + +[tessellation control shader] +#extension GL_ARB_tessellation_shader: require +#extension GL_ARB_gpu_shader_fp64: require +layout(vertices = 3) out; + +in VS { + double vs_var0[2]; +} inp[]; + +out TCS { + double tcs_var0[2]; +} outp[]; + +void main() { + gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; + gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 0.0); + gl_TessLevelInner = float[2](0.0, 0.0); + outp[gl_InvocationID].tcs_var0[0] = inp[gl_InvocationID].vs_var0[0] + 2.0LF; + outp[gl_InvocationID].tcs_var0[1] = inp[gl_InvocationID].vs_var0[1] + 3.0LF; +} + + +[tessellation evaluation shader] +#extension GL_ARB_tessellation_shader: require +#extension GL_ARB_gpu_shader_fp64: require +layout(triangles) in; + +in TCS { + double tcs_var0[2]; +} inp[]; + +out TES { + flat double tes_var0[2]; +}; + +void main() { + dvec2 temp; + gl_Position = gl_in[0].gl_Position * gl_TessCoord[0] + + gl_in[1].gl_Position * gl_TessCoord[1] + + gl_in[2].gl_Position * gl_TessCoord[2]; + + tes_var0[0] = inp[0].tcs_var0[0] + 3.0LF; + tes_var0[1] = inp[0].tcs_var0[1] + 4.0LF; +} + + +[fragment shader] +#extension GL_ARB_gpu_shader_fp64: require +in TES { + flat double tes_var0[2]; +}; + +void main() +{ + if (tes_var0[0] == 6.0LF && tes_var0[1] == 9.0LF) + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); +} + +[vertex data] +vertex/float/2 +-1.0 -1.0 + 1.0 -1.0 +-1.0 1.0 +-1.0 1.0 + 1.0 -1.0 + 1.0 1.0 + +[test] +clear color 0.1 0.1 0.1 0.1 +clear +patch parameter vertices 3 +draw arrays GL_PATCHES 0 6 +probe all rgba 0.0 1.0 0.0 1.0 diff --git a/tests/spec/arb_tessellation_shader/execution/double-vs-tcs-tes.shader_test b/tests/spec/arb_tessellation_shader/execution/double-vs-tcs-tes.shader_test new file mode 100644 index 000000000..68d73dc83 --- /dev/null +++ b/tests/spec/arb_tessellation_shader/execution/double-vs-tcs-tes.shader_test @@ -0,0 +1,80 @@ +# simple double through vs->tcs->tes->fs. +[require] +GLSL >= 1.50 +GL_ARB_tessellation_shader +GL_ARB_gpu_shader_fp64 + +[vertex shader] +#extension GL_ARB_gpu_shader_fp64: require +in vec4 vertex; + +out double vs_var0; + +void main() +{ + gl_Position = vertex; + vs_var0 = 1.0LF; +} + + +[tessellation control shader] +#extension GL_ARB_tessellation_shader: require +#extension GL_ARB_gpu_shader_fp64: require +layout(vertices = 3) out; + +in double vs_var0[]; +out double tcs_var0[]; + +void main() { + gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; + gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 0.0); + gl_TessLevelInner = float[2](0.0, 0.0); + tcs_var0[gl_InvocationID] = vs_var0[gl_InvocationID] + 2.0LF; +} + + +[tessellation evaluation shader] +#extension GL_ARB_tessellation_shader: require +#extension GL_ARB_gpu_shader_fp64: require +layout(triangles) in; + +in double tcs_var0[]; +flat out double tes_var0; + +void main() { + dvec2 temp; + gl_Position = gl_in[0].gl_Position * gl_TessCoord[0] + + gl_in[1].gl_Position * gl_TessCoord[1] + + gl_in[2].gl_Position * gl_TessCoord[2]; + + tes_var0 = tcs_var0[0] + 3.0LF; +} + + +[fragment shader] +#extension GL_ARB_gpu_shader_fp64: require +flat in double tes_var0; + +void main() +{ + if (tes_var0 == 6.0LF) + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); +} + +[vertex data] +vertex/float/2 +-1.0 -1.0 + 1.0 -1.0 +-1.0 1.0 +-1.0 1.0 + 1.0 -1.0 + 1.0 1.0 + +[test] +clear color 0.1 0.1 0.1 0.1 +clear +patch parameter vertices 3 +draw arrays GL_PATCHES 0 6 +probe all rgba 0.0 1.0 0.0 1.0 diff --git a/tests/spec/arb_tessellation_shader/execution/dvec2-vs-tcs-tes.shader_test b/tests/spec/arb_tessellation_shader/execution/dvec2-vs-tcs-tes.shader_test new file mode 100644 index 000000000..90eb9f905 --- /dev/null +++ b/tests/spec/arb_tessellation_shader/execution/dvec2-vs-tcs-tes.shader_test @@ -0,0 +1,80 @@ +# simple dvec2 through vs->tcs->tes->fs. +[require] +GLSL >= 1.50 +GL_ARB_tessellation_shader +GL_ARB_gpu_shader_fp64 + +[vertex shader] +#extension GL_ARB_gpu_shader_fp64: require +in vec4 vertex; + +out dvec2 vs_var0; + +void main() +{ + gl_Position = vertex; + vs_var0 = dvec2(1.0LF, 2.0LF); +} + + +[tessellation control shader] +#extension GL_ARB_tessellation_shader: require +#extension GL_ARB_gpu_shader_fp64: require +layout(vertices = 3) out; + +in dvec2 vs_var0[]; +out dvec2 tcs_var0[]; + +void main() { + gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; + gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 0.0); + gl_TessLevelInner = float[2](0.0, 0.0); + tcs_var0[gl_InvocationID] = vs_var0[gl_InvocationID] + dvec2(2.0LF, 3.0LF); +} + + +[tessellation evaluation shader] +#extension GL_ARB_tessellation_shader: require +#extension GL_ARB_gpu_shader_fp64: require +layout(triangles) in; + +in dvec2 tcs_var0[]; +flat out dvec2 tes_var0; + +void main() { + dvec2 temp; + gl_Position = gl_in[0].gl_Position * gl_TessCoord[0] + + gl_in[1].gl_Position * gl_TessCoord[1] + + gl_in[2].gl_Position * gl_TessCoord[2]; + + tes_var0 = tcs_var0[0] + dvec2(3.0LF, 4.0LF); +} + + +[fragment shader] +#extension GL_ARB_gpu_shader_fp64: require +flat in dvec2 tes_var0; + +void main() +{ + if (tes_var0 == dvec2(6.0LF, 9.0LF)) + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); +} + +[vertex data] +vertex/float/2 +-1.0 -1.0 + 1.0 -1.0 +-1.0 1.0 +-1.0 1.0 + 1.0 -1.0 + 1.0 1.0 + +[test] +clear color 0.1 0.1 0.1 0.1 +clear +patch parameter vertices 3 +draw arrays GL_PATCHES 0 6 +probe all rgba 0.0 1.0 0.0 1.0 |