diff options
author | Eric Anholt <eric@anholt.net> | 2012-02-23 13:32:49 -0800 |
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committer | Eric Anholt <eric@anholt.net> | 2012-02-29 15:39:42 -0800 |
commit | 8ee32d3b944733d05fbca151f29b04717ebed85c (patch) | |
tree | a2dbd50d15f5c0d4938a22db7c3257a43349ccc9 | |
parent | 867f77023322247493ee78d6f763bb90dfac8804 (diff) |
glsl-vs-deadcode-*: New tests for changes to Mesa's opt_dead_code_local.cpp.
The second test is a slight strip-down of a glean test that regressed.
The first was just what I wrote to first look at the implementation.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
-rw-r--r-- | tests/shaders/glsl-vs-deadcode-1.shader_test | 37 | ||||
-rw-r--r-- | tests/shaders/glsl-vs-deadcode-2.shader_test | 34 |
2 files changed, 71 insertions, 0 deletions
diff --git a/tests/shaders/glsl-vs-deadcode-1.shader_test b/tests/shaders/glsl-vs-deadcode-1.shader_test new file mode 100644 index 000000000..134ade301 --- /dev/null +++ b/tests/shaders/glsl-vs-deadcode-1.shader_test @@ -0,0 +1,37 @@ +[require] +GLSL >= 1.10 + +[vertex shader] +varying vec4 color; +uniform vec4 v4; +uniform vec3 v3; +uniform vec2 v2; +uniform float v1; + +void main() +{ + gl_Position = gl_Vertex; + + color.xyzw = v4; + color.xyz = v3; + color.xy = v2; + color.x = v1; +} + +[fragment shader] +varying vec4 color; + +void main() +{ + gl_FragColor = color; +} + +[test] +uniform vec4 v4 0.9 0.9 0.9 0.4 +uniform vec3 v3 0.9 0.9 0.3 +uniform vec2 v2 0.9 0.2 +uniform float v1 0.1 + +draw rect -1 -1 2 2 + +probe all rgba 0.1 0.2 0.3 0.4 diff --git a/tests/shaders/glsl-vs-deadcode-2.shader_test b/tests/shaders/glsl-vs-deadcode-2.shader_test new file mode 100644 index 000000000..47d5e9d25 --- /dev/null +++ b/tests/shaders/glsl-vs-deadcode-2.shader_test @@ -0,0 +1,34 @@ +[require] +GLSL >= 1.10 + +[vertex shader] +varying vec3 color; +uniform vec4 v1; +uniform float v2; +uniform float v3; + +void main() +{ + gl_Position = gl_Vertex; + + color.xyz = v1.xyz; + color.y = v2; + color.z = v3; +} + +[fragment shader] +varying vec3 color; + +void main() +{ + gl_FragColor = vec4(color, 0.4); +} + +[test] +uniform vec4 v1 0.1 0.9 0.9 +uniform float v2 0.2 +uniform float v3 0.3 + +draw rect -1 -1 2 2 + +probe all rgba 0.1 0.2 0.3 0.4 |