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authorFabian Bieler <fabianbieler@fastmail.fm>2014-03-21 10:55:49 +0100
committerMarek Olšák <marek.olsak@amd.com>2015-07-29 21:43:48 +0200
commit3d25e759a05173895635c7e6ef9f3223b1db2c57 (patch)
tree1874c55142fa8665cd5f7aa2c375364169365844
parent804fff51dc36e19393deb1eb70b670f31876f71d (diff)
gen_builtin_uniform_tests.py: Add tessellation control shader tests.
v2: fixed by Marek Reviewed-by: Marek Olšák <marek.olsak@amd.com> Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
-rw-r--r--generated_tests/gen_builtin_uniform_tests.py137
-rw-r--r--tests/shaders/shader_runner.c9
2 files changed, 142 insertions, 4 deletions
diff --git a/generated_tests/gen_builtin_uniform_tests.py b/generated_tests/gen_builtin_uniform_tests.py
index c88add51a..009a05de9 100644
--- a/generated_tests/gen_builtin_uniform_tests.py
+++ b/generated_tests/gen_builtin_uniform_tests.py
@@ -397,6 +397,12 @@ class ShaderTest(object):
self.rect_height,
probe_vector[0], probe_vector[1], probe_vector[2], probe_vector[3])
+ def extensions(self):
+ ext = []
+ if self._signature.extension:
+ ext.append(self._signature.extension)
+ return ext
+
def make_additional_requirements(self):
"""Return a string that should be included in the test's
[require] section.
@@ -418,6 +424,22 @@ class ShaderTest(object):
"""
return None
+ def make_tess_ctrl_shader(self):
+ """Return the tessellation control shader for this test
+ (or None if this test doesn't require a geometry shader).
+ No need to reimplement this function in classes that don't
+ use geometry shaders.
+ """
+ return None
+
+ def make_tess_eval_shader(self):
+ """Return the tessellation evaluation shader for this test
+ (or None if this test doesn't require a geometry shader).
+ No need to reimplement this function in classes that don't
+ use geometry shaders.
+ """
+ return None
+
def make_geometry_shader(self):
"""Return the geometry shader for this test (or None if this
test doesn't require a geometry shader). No need to
@@ -471,8 +493,8 @@ class ShaderTest(object):
shader, after the built-in function is called.
"""
shader = ''
- if self._signature.extension:
- shader += '#extension GL_{0} : require\n'.format(self._signature.extension)
+ for ext in self.extensions():
+ shader += '#extension GL_{0} : require\n'.format(ext)
shader += additional_declarations
for i in range(len(self._signature.argtypes)):
shader += 'uniform {0} arg{1};\n'.format(
@@ -521,8 +543,8 @@ class ShaderTest(object):
def filename(self):
argtype_names = '-'.join(
str(argtype) for argtype in self._signature.argtypes)
- if self._signature.extension:
- subdir = self._signature.extension.lower()
+ if self.extensions():
+ subdir = self.extensions()[0].lower()
else:
subdir = 'glsl-{0:1.2f}'.format(float(self.glsl_version()) / 100)
return os.path.join(
@@ -543,6 +565,16 @@ class ShaderTest(object):
shader_test += '[vertex shader]\n'
shader_test += vs
shader_test += '\n'
+ tcs = self.make_tess_ctrl_shader()
+ if tcs:
+ shader_test += '[tessellation control shader]\n'
+ shader_test += tcs
+ shader_test += '\n'
+ tes = self.make_tess_eval_shader()
+ if tes:
+ shader_test += '[tessellation evaluation shader]\n'
+ shader_test += tes
+ shader_test += '\n'
gs = self.make_geometry_shader()
if gs:
shader_test += '[geometry shader]\n'
@@ -605,6 +637,102 @@ void main()
return shader
+class TessellationShaderTest(ShaderTest):
+ """Abstract class for tests that exercise the built-in in
+ tessellation shaders.
+ """
+
+ def glsl_version(self):
+ return max(150, ShaderTest.glsl_version(self))
+
+ def make_additional_requirements(self):
+ return 'GL_ARB_tessellation_shader'
+
+ def extensions(self):
+ ext = []
+ if self._signature.extension:
+ ext.append(self._signature.extension)
+ ext.append("ARB_tessellation_shader")
+ return ext
+
+ def draw_command(self, test_num):
+ x = (test_num % self.tests_per_row) * self.rect_width
+ y = (test_num // self.tests_per_row) * self.rect_height
+ assert(y < self.test_rows)
+ return 'draw rect ortho patch {0} {1} {2} {3}\n'.format(x, y,
+ self.rect_width,
+ self.rect_height)
+
+ def make_vertex_shader(self):
+ shader = \
+"""in vec4 piglit_vertex;
+out vec4 vertex_to_tcs;
+
+void main()
+{
+ vertex_to_tcs = piglit_vertex;
+}
+"""
+ return shader
+
+ def make_fragment_shader(self):
+ shader = \
+"""in vec4 color_to_fs;
+
+void main()
+{
+ gl_FragColor = color_to_fs;
+}
+"""
+ return shader
+
+
+class TessCtrlShaderTest(TessellationShaderTest):
+ """Derived class for tests that exercise the built-in in a
+ tessellation control shader.
+ """
+
+ def test_prefix(self):
+ return 'tcs'
+
+ def make_tess_ctrl_shader(self):
+ additional_declarations = \
+"""layout(vertices = 4) out;
+in vec4 vertex_to_tcs[];
+out vec4 vertex_to_tes[];
+patch out vec4 color_to_tes;
+"""
+ body = \
+""" vertex_to_tes[gl_InvocationID] = vertex_to_tcs[gl_InvocationID];
+ color_to_tes = tmp_color;
+ gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);
+ gl_TessLevelInner = float[2](1.0, 1.0);
+"""
+ shader = self.make_test_shader(
+ additional_declarations,
+ ' vec4 tmp_color;\n',
+ 'tmp_color',
+ body)
+ return shader
+
+ def make_tess_eval_shader(self):
+ shader = \
+"""#extension GL_ARB_tessellation_shader : require
+layout(quads) in;
+
+in vec4 vertex_to_tes[];
+patch in vec4 color_to_tes;
+out vec4 color_to_fs;
+void main() {
+ gl_Position = mix(mix(vertex_to_tes[0], vertex_to_tes[1], gl_TessCoord.x),
+ mix(vertex_to_tes[2], vertex_to_tes[3], gl_TessCoord.x),
+ gl_TessCoord.y);
+ color_to_fs = color_to_tes;
+}
+"""
+ return shader
+
+
class GeometryShaderTest(ShaderTest):
"""Derived class for tests that exercise the built-in in a
geometry shader.
@@ -731,6 +859,7 @@ def all_tests():
if use_if and signature.rettype != glsl_bool:
continue
yield VertexShaderTest(signature, test_vectors, use_if)
+ yield TessCtrlShaderTest(signature, test_vectors, use_if)
yield GeometryShaderTest(signature, test_vectors, use_if)
yield FragmentShaderTest(signature, test_vectors, use_if)
yield ComputeShaderTest(signature, test_vectors, use_if)
diff --git a/tests/shaders/shader_runner.c b/tests/shaders/shader_runner.c
index 24c86ac09..be6e6ae56 100644
--- a/tests/shaders/shader_runner.c
+++ b/tests/shaders/shader_runner.c
@@ -2506,6 +2506,15 @@ piglit_display(void)
get_floats(line + 13, c, 8);
piglit_draw_rect_tex(c[0], c[1], c[2], c[3],
c[4], c[5], c[6], c[7]);
+ } else if (string_match("draw rect ortho patch", line)) {
+ program_must_be_in_use();
+ program_subroutine_uniforms();
+ get_floats(line + 21, c, 4);
+
+ piglit_draw_rect_custom(-1.0 + 2.0 * (c[0] / piglit_width),
+ -1.0 + 2.0 * (c[1] / piglit_height),
+ 2.0 * (c[2] / piglit_width),
+ 2.0 * (c[3] / piglit_height), true);
} else if (string_match("draw rect ortho", line)) {
program_must_be_in_use();
program_subroutine_uniforms();