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authorEric Anholt <eric@anholt.net>2010-03-09 09:52:06 -0800
committerEric Anholt <eric@anholt.net>2010-03-09 09:59:22 -0800
commit1c5eea9b18e7ac4d287608014dab6ce159cf06e6 (patch)
treed32e7fe6ad150bb809dfae279fee3d45bda4d5bf
parent98b984fb14374e8a87371153e1f4c5a7b6ed2bd2 (diff)
glsl-vs-loop-nested: Test for a failure in the i965 VS with nested loop.
-rw-r--r--tests/all.tests1
-rw-r--r--tests/shaders/CMakeLists.txt1
-rw-r--r--tests/shaders/glsl-vs-loop-nested.c119
-rw-r--r--tests/shaders/glsl-vs-loop-nested.vert19
4 files changed, 140 insertions, 0 deletions
diff --git a/tests/all.tests b/tests/all.tests
index 8e762441..da71ebda 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -158,6 +158,7 @@ add_plain_test(shaders, 'glsl-vs-arrays')
add_plain_test(shaders, 'glsl-vs-if')
add_plain_test(shaders, 'glsl-vs-if-bool')
add_plain_test(shaders, 'glsl-vs-loop')
+add_plain_test(shaders, 'glsl-vs-loop-nested')
add_plain_test(shaders, 'glsl-vs-mov-after-deref')
add_plain_test(shaders, 'glsl-vs-sqrt-zero')
add_plain_test(shaders, 'vp-address-01')
diff --git a/tests/shaders/CMakeLists.txt b/tests/shaders/CMakeLists.txt
index 34a459c7..a04fa6f0 100644
--- a/tests/shaders/CMakeLists.txt
+++ b/tests/shaders/CMakeLists.txt
@@ -56,6 +56,7 @@ add_executable (glsl-vs-mov-after-deref glsl-vs-mov-after-deref.c)
add_executable (glsl-vs-if glsl-vs-if.c)
add_executable (glsl-vs-if-bool glsl-vs-if-bool.c)
add_executable (glsl-vs-loop glsl-vs-loop.c)
+add_executable (glsl-vs-loop-nested glsl-vs-loop-nested.c)
add_executable (glsl-vs-sqrt-zero glsl-vs-sqrt-zero.c)
add_executable (vp-address-01 vp-address-01.c)
add_executable (vp-address-02 vp-address-02.c)
diff --git a/tests/shaders/glsl-vs-loop-nested.c b/tests/shaders/glsl-vs-loop-nested.c
new file mode 100644
index 00000000..e8a1298b
--- /dev/null
+++ b/tests/shaders/glsl-vs-loop-nested.c
@@ -0,0 +1,119 @@
+/*
+ * Copyright © 2009-2010 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.
+ *
+ * Authors:
+ * Eric Anholt <eric@anholt.net>
+ * Ian Romanick <idr@freedesktop.org>
+ *
+ */
+
+/** @file glsl-vs-loop-nested.c
+ *
+ * Tests that nested loops in the vertex shader work.
+ *
+ * Since a value from an attribute is used for the loop counters, the
+ * compiler cannot simply unroll the loop. This verifies that GLSL
+ * loops can be correctly generated in the vertex shader.
+ *
+ * This was conceived as a test case for freedesktop.org bug #25173.
+ */
+
+#include "piglit-util.h"
+
+int piglit_width = 100, piglit_height = 100;
+int piglit_window_mode = GLUT_RGB | GLUT_DOUBLE;
+
+static GLint prog;
+
+enum piglit_result
+piglit_display(void)
+{
+ GLboolean pass = GL_TRUE;
+
+ float color[] = {1.0, 0.0, 0.0, 0.0};
+
+ unsigned i;
+ unsigned j;
+
+ glClearColor(0.5, 0.5, 0.5, 0.5);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ for (i = 0; i < 3; i++) {
+ float temp;
+ float line_color[4];
+ unsigned x = 5 + (25 * i);
+
+ for (j = 0; j < 3; j++) {
+ int y = 5 + (25 * j);
+ int rotate;
+
+ memcpy(line_color, color, sizeof(line_color));
+ for (rotate = 0; rotate < i * j; rotate++) {
+ temp = line_color[2];
+ line_color[2] = line_color[1];
+ line_color[1] = line_color[0];
+ line_color[0] = temp;
+ }
+ line_color[3] = (float) i * 4 + j;
+
+ glColor4fv(line_color);
+ piglit_draw_rect(x, y, 20, 20);
+
+ pass &= piglit_probe_pixel_rgb(x + 5, y + 5, color);
+ }
+
+ temp = color[2];
+ color[2] = color[1];
+ color[1] = color[0];
+ color[0] = temp;
+ }
+
+
+ glutSwapBuffers();
+
+ return pass ? PIGLIT_SUCCESS : PIGLIT_FAILURE;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+ GLint vs, fs;
+
+ /* Set up projection matrix so we can just draw using window
+ * coordinates.
+ */
+ piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
+
+ if (!GLEW_VERSION_2_0) {
+ printf("Requires OpenGL 2.0\n");
+ piglit_report_result(PIGLIT_SKIP);
+ }
+
+ vs = piglit_compile_shader(GL_VERTEX_SHADER,
+ "shaders/glsl-vs-loop-nested.vert");
+ fs = piglit_compile_shader(GL_FRAGMENT_SHADER,
+ "shaders/glsl-color.frag");
+
+ prog = piglit_link_simple_program(vs, fs);
+
+ glUseProgram(prog);
+}
diff --git a/tests/shaders/glsl-vs-loop-nested.vert b/tests/shaders/glsl-vs-loop-nested.vert
new file mode 100644
index 00000000..f8b691bc
--- /dev/null
+++ b/tests/shaders/glsl-vs-loop-nested.vert
@@ -0,0 +1,19 @@
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ int count = int(gl_Color.w);
+ int count1 = int(count / 4);
+ int count2 = count - count1 * 4;
+ vec3 c = gl_Color.xyz;
+ int i, j;
+
+ for (i = 0; i < count1; i++) {
+ for (j = 0; j < count2; j++) {
+ c = c.yzx;
+ }
+ }
+
+ gl_FrontColor = vec4(c, 1.0);
+}
+