diff options
author | Eric Anholt <eric@anholt.net> | 2010-03-09 13:39:47 -0800 |
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committer | Eric Anholt <eric@anholt.net> | 2010-03-09 14:24:14 -0800 |
commit | 5a1c1a9faf8394527b2a974bb6bd3d5486d620b4 (patch) | |
tree | 0d628bc0d4b200545f0e944539f89b7c18e1719a | |
parent | 4eb5b97f69fcc9dd9abb2e4b4992657c0382010b (diff) |
glsl-fs-loop-nested: New test for nested loops in the fragment shader.
While it was designed to catch failure on i965, it also catches
failure with Mesa software.
-rw-r--r-- | tests/all.tests | 1 | ||||
-rw-r--r-- | tests/shaders/CMakeLists.txt | 1 | ||||
-rw-r--r-- | tests/shaders/glsl-fs-loop-nested.c | 122 | ||||
-rw-r--r-- | tests/shaders/glsl-fs-loop-nested.frag | 18 |
4 files changed, 142 insertions, 0 deletions
diff --git a/tests/all.tests b/tests/all.tests index d054f7676..ea503e4d1 100644 --- a/tests/all.tests +++ b/tests/all.tests @@ -154,6 +154,7 @@ add_plain_test(shaders, 'glsl-fs-exp2') add_plain_test(shaders, 'glsl-fs-fragcoord') add_plain_test(shaders, 'glsl-fs-log2') add_plain_test(shaders, 'glsl-fs-loop') +add_plain_test(shaders, 'glsl-fs-loop-nested') add_plain_test(shaders, 'glsl-fs-sqrt-zero') add_plain_test(shaders, 'glsl-vs-arrays') add_plain_test(shaders, 'glsl-vs-if') diff --git a/tests/shaders/CMakeLists.txt b/tests/shaders/CMakeLists.txt index 14ebfa95a..affe9f7ef 100644 --- a/tests/shaders/CMakeLists.txt +++ b/tests/shaders/CMakeLists.txt @@ -51,6 +51,7 @@ add_executable (glsl-fs-exp2 glsl-fs-exp2.c) add_executable (glsl-fs-fragcoord glsl-fs-fragcoord.c) add_executable (glsl-fs-log2 glsl-fs-log2.c) add_executable (glsl-fs-loop glsl-fs-loop.c) +add_executable (glsl-fs-loop-nested glsl-fs-loop-nested.c) add_executable (glsl-fs-sqrt-zero glsl-fs-sqrt-zero.c) add_executable (glsl-vs-arrays glsl-vs-arrays.c) add_executable (glsl-vs-mov-after-deref glsl-vs-mov-after-deref.c) diff --git a/tests/shaders/glsl-fs-loop-nested.c b/tests/shaders/glsl-fs-loop-nested.c new file mode 100644 index 000000000..bf01f8e00 --- /dev/null +++ b/tests/shaders/glsl-fs-loop-nested.c @@ -0,0 +1,122 @@ +/* + * 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-fs-loop-nested.c + * + * Tests that nested loops in the fragment shader work. + * + * Since a value from an attribute is used as a loop counter, the compiler + * cannot simply unroll the loop. This verifies that GLSL loops can be + * correctly generated in the fragment 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 int color_location; +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++) { + unsigned 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; + + glUniform4fv(color_location, 1, 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-mvp.vert"); + fs = piglit_compile_shader(GL_FRAGMENT_SHADER, + "shaders/glsl-fs-loop-nested.frag"); + + prog = piglit_link_simple_program(vs, fs); + + glUseProgram(prog); + + color_location = glGetUniformLocation(prog, "color"); +} diff --git a/tests/shaders/glsl-fs-loop-nested.frag b/tests/shaders/glsl-fs-loop-nested.frag new file mode 100644 index 000000000..9a8316622 --- /dev/null +++ b/tests/shaders/glsl-fs-loop-nested.frag @@ -0,0 +1,18 @@ +uniform vec4 color; + +void main() +{ + int count = int(color.w); + int count1 = int(count / 4); + int count2 = count - count1 * 4; + vec3 c = color.xyz; + int i, j; + + for (i = 0; i < count1; i++) { + for (j = 0; j < count2; j++) { + c = c.yzx; + } + } + + gl_FragColor = vec4(c, 1.0); +} |