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authorChris Forbes <chrisf@ijw.co.nz>2014-10-29 21:27:20 +1300
committerMarek Olšák <marek.olsak@amd.com>2015-07-29 21:43:48 +0200
commit45a867f1bb79fc650d082197781db0969c85c910 (patch)
tree6145246b552cd074fa8e778833c93b26628c359a
parentad9b4e06143952a0060cda19eaed688301065c0c (diff)
arb_tessellation_shader: add tests for correct set of invocations
These are interesting basic cases for i965, even without per-vertex outputs. v2: fixed by Marek Signed-off-by: Chris Forbes <chrisf@ijw.co.nz> Reviewed-by: Marek Olšák <marek.olsak@amd.com> Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
-rw-r--r--tests/spec/arb_tessellation_shader/execution/invocation-counting-even.shader_test60
-rw-r--r--tests/spec/arb_tessellation_shader/execution/invocation-counting-odd.shader_test60
2 files changed, 120 insertions, 0 deletions
diff --git a/tests/spec/arb_tessellation_shader/execution/invocation-counting-even.shader_test b/tests/spec/arb_tessellation_shader/execution/invocation-counting-even.shader_test
new file mode 100644
index 000000000..005257238
--- /dev/null
+++ b/tests/spec/arb_tessellation_shader/execution/invocation-counting-even.shader_test
@@ -0,0 +1,60 @@
+# Test that the correct set of invocations is dispatched
+# for an even number of output vertices
+
+[require]
+GLSL >= 1.50
+GL_ARB_tessellation_shader
+GL_ARB_shader_atomic_counters
+
+[vertex shader passthrough]
+
+[tessellation control shader]
+#version 150
+#extension GL_ARB_tessellation_shader : require
+#extension GL_ARB_shader_atomic_counters : require
+
+layout(vertices = 4) out;
+
+layout(binding=0) uniform atomic_uint x;
+
+void main()
+{
+ gl_TessLevelInner[0] = 1.0;
+ gl_TessLevelInner[1] = 1.0;
+
+ gl_TessLevelOuter[0] = 1.0;
+ gl_TessLevelOuter[1] = 1.0;
+ gl_TessLevelOuter[2] = 1.0;
+ gl_TessLevelOuter[3] = 1.0;
+
+ int i;
+ for (i=0; i<=gl_InvocationID; i++)
+ atomicCounterIncrement(x);
+}
+
+[tessellation evaluation shader]
+#version 150
+#extension GL_ARB_tessellation_shader : require
+
+layout(quads, equal_spacing) in;
+
+void main()
+{
+ gl_Position = vec4(gl_TessCoord.xy * 2 - 1, 0, 1);
+}
+
+[fragment shader]
+#version 150
+
+void main()
+{
+ gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
+}
+
+[test]
+atomic counters 1
+patch parameter vertices 1
+draw arrays GL_PATCHES 0 1
+
+probe atomic counter 0 == 10
+probe all rgba 0.0 1.0 0.0 1.0
diff --git a/tests/spec/arb_tessellation_shader/execution/invocation-counting-odd.shader_test b/tests/spec/arb_tessellation_shader/execution/invocation-counting-odd.shader_test
new file mode 100644
index 000000000..446c8d798
--- /dev/null
+++ b/tests/spec/arb_tessellation_shader/execution/invocation-counting-odd.shader_test
@@ -0,0 +1,60 @@
+# Test that the correct set of invocations is dispatched
+# for an odd number of output vertices
+
+[require]
+GLSL >= 1.50
+GL_ARB_tessellation_shader
+GL_ARB_shader_atomic_counters
+
+[vertex shader passthrough]
+
+[tessellation control shader]
+#version 150
+#extension GL_ARB_tessellation_shader : require
+#extension GL_ARB_shader_atomic_counters : require
+
+layout(vertices = 3) out;
+
+layout(binding=0) uniform atomic_uint x;
+
+void main()
+{
+ gl_TessLevelInner[0] = 1.0;
+ gl_TessLevelInner[1] = 1.0;
+
+ gl_TessLevelOuter[0] = 1.0;
+ gl_TessLevelOuter[1] = 1.0;
+ gl_TessLevelOuter[2] = 1.0;
+ gl_TessLevelOuter[3] = 1.0;
+
+ int i;
+ for (i=0; i<=gl_InvocationID; i++)
+ atomicCounterIncrement(x);
+}
+
+[tessellation evaluation shader]
+#version 150
+#extension GL_ARB_tessellation_shader : require
+
+layout(quads, equal_spacing) in;
+
+void main()
+{
+ gl_Position = vec4(gl_TessCoord.xy * 2 - 1, 0, 1);
+}
+
+[fragment shader]
+#version 150
+
+void main()
+{
+ gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
+}
+
+[test]
+atomic counters 1
+patch parameter vertices 1
+draw arrays GL_PATCHES 0 1
+
+probe atomic counter 0 == 6
+probe all rgba 0.0 1.0 0.0 1.0