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authorIan Romanick <ian.d.romanick@intel.com>2010-09-01 09:09:56 -0700
committerIan Romanick <ian.d.romanick@intel.com>2010-09-01 09:09:56 -0700
commit31632f326994387dd08931d13963a459812e32e1 (patch)
treecbc55a9e02422668e6e8d360147e3e40feb3c5c5
parent71de680bb9f838afa9a2a249cca3bd8ae6e82824 (diff)
Add execution tests for the all function
-rw-r--r--tests/all.tests4
-rw-r--r--tests/shaders/glsl-fs-all-01.shader_test36
-rw-r--r--tests/shaders/glsl-fs-all-02.shader_test40
-rw-r--r--tests/shaders/glsl-vs-all-01.shader_test36
-rw-r--r--tests/shaders/glsl-vs-all-02.shader_test40
5 files changed, 156 insertions, 0 deletions
diff --git a/tests/all.tests b/tests/all.tests
index ae1fde084..232de894a 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -267,6 +267,8 @@ add_shader_generic(shaders, 'glsl-fs-abs-02')
add_shader_generic(shaders, 'glsl-fs-abs-03')
add_shader_generic(shaders, 'glsl-fs-abs-04')
add_shader_generic(shaders, 'glsl-fs-add-masked')
+add_shader_generic(shaders, 'glsl-fs-all-01')
+add_shader_generic(shaders, 'glsl-fs-all-02')
add_shader_generic(shaders, 'glsl-fs-any')
add_shader_generic(shaders, 'glsl-fs-asin')
add_shader_generic(shaders, 'glsl-fs-atan-1')
@@ -376,6 +378,8 @@ add_shader_generic(shaders, 'glsl-varying-mat3x2')
add_shader_generic(shaders, 'glsl-version-define')
add_shader_generic(shaders, 'glsl-version-define-110')
add_shader_generic(shaders, 'glsl-version-define-120')
+add_shader_generic(shaders, 'glsl-vs-all-01')
+add_shader_generic(shaders, 'glsl-vs-all-02')
add_plain_test(shaders, 'glsl-vs-arrays')
add_shader_generic(shaders, 'glsl-vs-dot-vec2')
add_shader_generic(shaders, 'glsl-vs-main-return')
diff --git a/tests/shaders/glsl-fs-all-01.shader_test b/tests/shaders/glsl-fs-all-01.shader_test
new file mode 100644
index 000000000..49882cd52
--- /dev/null
+++ b/tests/shaders/glsl-fs-all-01.shader_test
@@ -0,0 +1,36 @@
+[require]
+GL >= 2.0
+GLSL >= 1.10
+
+[vertex shader]
+varying vec2 pos;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ pos = gl_Vertex.xy;
+}
+
+[fragment shader]
+varying vec2 pos;
+
+void main()
+{
+ bvec4 t1 = bvec4(true, 42.0, pos.x > -20000.0, 111);
+
+ float r = ( float(all(bvec4(!t1.x, t1.y, t1.z, t1.w)))
+ + float(all(bvec4( t1.x, !t1.y, t1.z, t1.w)))
+ + float(all(bvec4( t1.x, t1.y, !t1.z, t1.w)))
+ + float(all(bvec4( t1.x, t1.y, t1.z, !t1.w))));
+
+ float g = float(all(t1));
+
+ gl_FragColor = vec4(r, g, 0.0, 1.0);
+}
+
+[test]
+ortho
+clear color 0.5 0.5 0.5 0.5
+clear
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/shaders/glsl-fs-all-02.shader_test b/tests/shaders/glsl-fs-all-02.shader_test
new file mode 100644
index 000000000..8205a33b2
--- /dev/null
+++ b/tests/shaders/glsl-fs-all-02.shader_test
@@ -0,0 +1,40 @@
+[require]
+GL >= 2.0
+GLSL >= 1.10
+
+[vertex shader]
+varying vec2 pos;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ pos = gl_Vertex.xy;
+}
+
+[fragment shader]
+varying vec2 pos;
+
+struct s {
+ bool x, y, z, w;
+};
+
+void main()
+{
+ s t1 = s(true, bool(42.0), pos.x > -20000.0, bool(111));
+
+ float r = ( float(all(bvec4(!t1.x, t1.y, t1.z, t1.w)))
+ + float(all(bvec4( t1.x, !t1.y, t1.z, t1.w)))
+ + float(all(bvec4( t1.x, t1.y, !t1.z, t1.w)))
+ + float(all(bvec4( t1.x, t1.y, t1.z, !t1.w))));
+
+ float g = float(all(bvec4(t1.x, t1.y, t1.z, t1.w)));
+
+ gl_FragColor = vec4(r, g, 0.0, 1.0);
+}
+
+[test]
+ortho
+clear color 0.5 0.5 0.5 0.5
+clear
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/shaders/glsl-vs-all-01.shader_test b/tests/shaders/glsl-vs-all-01.shader_test
new file mode 100644
index 000000000..3b9e8af88
--- /dev/null
+++ b/tests/shaders/glsl-vs-all-01.shader_test
@@ -0,0 +1,36 @@
+[require]
+GL >= 2.0
+GLSL >= 1.10
+
+[vertex shader]
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ bvec4 t1 = bvec4(true, 42.0, gl_Vertex.x > -20000.0, 111);
+
+ float r = ( float(all(bvec4(!t1.x, t1.y, t1.z, t1.w)))
+ + float(all(bvec4( t1.x, !t1.y, t1.z, t1.w)))
+ + float(all(bvec4( t1.x, t1.y, !t1.z, t1.w)))
+ + float(all(bvec4( t1.x, t1.y, t1.z, !t1.w))));
+
+ float g = float(all(t1));
+
+ color = vec4(r, g, 0.0, 1.0);
+}
+
+[fragment shader]
+varying vec4 color;
+void main()
+{
+ gl_FragColor = color;
+}
+
+[test]
+ortho
+clear color 0.5 0.5 0.5 0.5
+clear
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/shaders/glsl-vs-all-02.shader_test b/tests/shaders/glsl-vs-all-02.shader_test
new file mode 100644
index 000000000..28c4f6a9b
--- /dev/null
+++ b/tests/shaders/glsl-vs-all-02.shader_test
@@ -0,0 +1,40 @@
+[require]
+GL >= 2.0
+GLSL >= 1.10
+
+[vertex shader]
+varying vec4 color;
+
+struct s {
+ bool x, y, z, w;
+};
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ s t1 = s(true, bool(42.0), gl_Vertex.x > -20000.0, bool(111));
+
+ float r = ( float(all(bvec4(!t1.x, t1.y, t1.z, t1.w)))
+ + float(all(bvec4( t1.x, !t1.y, t1.z, t1.w)))
+ + float(all(bvec4( t1.x, t1.y, !t1.z, t1.w)))
+ + float(all(bvec4( t1.x, t1.y, t1.z, !t1.w))));
+
+ float g = float(all(bvec4(t1.x, t1.y, t1.z, t1.w)));
+
+ color = vec4(r, g, 0.0, 1.0);
+}
+
+[fragment shader]
+varying vec4 color;
+void main()
+{
+ gl_FragColor = color;
+}
+
+[test]
+ortho
+clear color 0.5 0.5 0.5 0.5
+clear
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0