On 04/06/2015 04:39 PM, Marek Olšák wrote: > From: Marek Olšák <[email protected]> > > Each test has 2 arrays and one of them uses a negative relative index. > --- > .../fs-input-array-float-index-rd.shader_test | 77 > ++++++++++++++++++++++ > .../fs-input-array-vec2-index-rd.shader_test | 77 > ++++++++++++++++++++++ > .../fs-input-array-vec3-index-rd.shader_test | 77 > ++++++++++++++++++++++ > .../fs-input-array-vec4-index-rd.shader_test | 77 > ++++++++++++++++++++++ > 4 files changed, 308 insertions(+) > create mode 100644 > tests/spec/glsl-1.10/execution/variable-indexing/fs-input-array-float-index-rd.shader_test > create mode 100644 > tests/spec/glsl-1.10/execution/variable-indexing/fs-input-array-vec2-index-rd.shader_test > create mode 100644 > tests/spec/glsl-1.10/execution/variable-indexing/fs-input-array-vec3-index-rd.shader_test > create mode 100644 > tests/spec/glsl-1.10/execution/variable-indexing/fs-input-array-vec4-index-rd.shader_test > > diff --git > a/tests/spec/glsl-1.10/execution/variable-indexing/fs-input-array-float-index-rd.shader_test > > b/tests/spec/glsl-1.10/execution/variable-indexing/fs-input-array-float-index-rd.shader_test > new file mode 100644 > index 0000000..b23d1d6 > --- /dev/null > +++ > b/tests/spec/glsl-1.10/execution/variable-indexing/fs-input-array-float-index-rd.shader_test > @@ -0,0 +1,77 @@ > +[require] > +GLSL >= 1.10 > + > +[vertex shader] > +varying float m1[4]; > +varying float m2[4]; > + > +void main() > +{ > + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Since the other tests don't (can't) use gl_ModelViewProjectionMatrix, I'm tempted to suggest changing the 1.10 tests to not use it either. meh. Either way, this patch is Reviewed-by: Ian Romanick <[email protected]> > + > + m1[0] = 1.0; > + m1[1] = 2.0; > + m1[2] = 3.0; > + m1[3] = 4.0; > + m2[0] = 5.0; > + m2[1] = 6.0; > + m2[2] = 7.0; > + m2[3] = 8.0; > +} > + > +[fragment shader] > +uniform int index; > +uniform float expect; > +varying float m1[4]; > +varying float m2[4]; > + > +void main() > +{ > + gl_FragColor = ((index >= 4 ? m2[index-4] : m1[index]) == expect) > + ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0); > +} > + > +[test] > +clear color 0.5 0.5 0.5 0.5 > +clear > +ortho > + > +uniform int index 0 > +uniform float expect 1 > +draw rect 5 5 10 10 > +probe rgb 10 10 0.0 1.0 0.0 > + > +uniform int index 1 > +uniform float expect 2 > +draw rect 30 5 10 10 > +probe rgb 35 10 0.0 1.0 0.0 > + > +uniform int index 2 > +uniform float expect 3 > +draw rect 55 5 10 10 > +probe rgb 60 10 0.0 1.0 0.0 > + > +uniform int index 3 > +uniform float expect 4 > +draw rect 80 5 10 10 > +probe rgb 85 10 0.0 1.0 0.0 > + > +uniform int index 4 > +uniform float expect 5 > +draw rect 105 5 10 10 > +probe rgb 110 10 0.0 1.0 0.0 > + > +uniform int index 5 > +uniform float expect 6 > +draw rect 130 5 10 10 > +probe rgb 135 10 0.0 1.0 0.0 > + > +uniform int index 6 > +uniform float expect 7 > +draw rect 155 5 10 10 > +probe rgb 160 10 0.0 1.0 0.0 > + > +uniform int index 7 > +uniform float expect 8 > +draw rect 180 5 10 10 > +probe rgb 185 10 0.0 1.0 0.0 > diff --git > a/tests/spec/glsl-1.10/execution/variable-indexing/fs-input-array-vec2-index-rd.shader_test > > b/tests/spec/glsl-1.10/execution/variable-indexing/fs-input-array-vec2-index-rd.shader_test > new file mode 100644 > index 0000000..bdbd45f > --- /dev/null > +++ > b/tests/spec/glsl-1.10/execution/variable-indexing/fs-input-array-vec2-index-rd.shader_test > @@ -0,0 +1,77 @@ > +[require] > +GLSL >= 1.10 > + > +[vertex shader] > +varying vec2 m1[4]; > +varying vec2 m2[4]; > + > +void main() > +{ > + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; > + > + m1[0] = vec2(1.0, 1.1); > + m1[1] = vec2(2.0, 2.1); > + m1[2] = vec2(3.0, 3.1); > + m1[3] = vec2(4.0, 4.1); > + m2[0] = vec2(5.0, 5.1); > + m2[1] = vec2(6.0, 6.1); > + m2[2] = vec2(7.0, 7.1); > + m2[3] = vec2(8.0, 8.1); > +} > + > +[fragment shader] > +uniform int index; > +uniform vec2 expect; > +varying vec2 m1[4]; > +varying vec2 m2[4]; > + > +void main() > +{ > + gl_FragColor = ((index >= 4 ? m2[index-4] : m1[index]) == expect) > + ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0); > +} > + > +[test] > +clear color 0.5 0.5 0.5 0.5 > +clear > +ortho > + > +uniform int index 0 > +uniform vec2 expect 1 1.1 > +draw rect 5 5 10 10 > +probe rgb 10 10 0.0 1.0 0.0 > + > +uniform int index 1 > +uniform vec2 expect 2 2.1 > +draw rect 30 5 10 10 > +probe rgb 35 10 0.0 1.0 0.0 > + > +uniform int index 2 > +uniform vec2 expect 3 3.1 > +draw rect 55 5 10 10 > +probe rgb 60 10 0.0 1.0 0.0 > + > +uniform int index 3 > +uniform vec2 expect 4 4.1 > +draw rect 80 5 10 10 > +probe rgb 85 10 0.0 1.0 0.0 > + > +uniform int index 4 > +uniform vec2 expect 5 5.1 > +draw rect 105 5 10 10 > +probe rgb 110 10 0.0 1.0 0.0 > + > +uniform int index 5 > +uniform vec2 expect 6 6.1 > +draw rect 130 5 10 10 > +probe rgb 135 10 0.0 1.0 0.0 > + > +uniform int index 6 > +uniform vec2 expect 7 7.1 > +draw rect 155 5 10 10 > +probe rgb 160 10 0.0 1.0 0.0 > + > +uniform int index 7 > +uniform vec2 expect 8 8.1 > +draw rect 180 5 10 10 > +probe rgb 185 10 0.0 1.0 0.0 > diff --git > a/tests/spec/glsl-1.10/execution/variable-indexing/fs-input-array-vec3-index-rd.shader_test > > b/tests/spec/glsl-1.10/execution/variable-indexing/fs-input-array-vec3-index-rd.shader_test > new file mode 100644 > index 0000000..d9030be > --- /dev/null > +++ > b/tests/spec/glsl-1.10/execution/variable-indexing/fs-input-array-vec3-index-rd.shader_test > @@ -0,0 +1,77 @@ > +[require] > +GLSL >= 1.10 > + > +[vertex shader] > +varying vec3 m1[4]; > +varying vec3 m2[4]; > + > +void main() > +{ > + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; > + > + m1[0] = vec3(1.0, 1.1, 1.2); > + m1[1] = vec3(2.0, 2.1, 2.2); > + m1[2] = vec3(3.0, 3.1, 3.2); > + m1[3] = vec3(4.0, 4.1, 4.2); > + m2[0] = vec3(5.0, 5.1, 5.2); > + m2[1] = vec3(6.0, 6.1, 6.2); > + m2[2] = vec3(7.0, 7.1, 7.2); > + m2[3] = vec3(8.0, 8.1, 8.2); > +} > + > +[fragment shader] > +uniform int index; > +uniform vec3 expect; > +varying vec3 m1[4]; > +varying vec3 m2[4]; > + > +void main() > +{ > + gl_FragColor = ((index >= 4 ? m2[index-4] : m1[index]) == expect) > + ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0); > +} > + > +[test] > +clear color 0.5 0.5 0.5 0.5 > +clear > +ortho > + > +uniform int index 0 > +uniform vec3 expect 1 1.1 1.2 > +draw rect 5 5 10 10 > +probe rgb 10 10 0.0 1.0 0.0 > + > +uniform int index 1 > +uniform vec3 expect 2 2.1 2.2 > +draw rect 30 5 10 10 > +probe rgb 35 10 0.0 1.0 0.0 > + > +uniform int index 2 > +uniform vec3 expect 3 3.1 3.2 > +draw rect 55 5 10 10 > +probe rgb 60 10 0.0 1.0 0.0 > + > +uniform int index 3 > +uniform vec3 expect 4 4.1 4.2 > +draw rect 80 5 10 10 > +probe rgb 85 10 0.0 1.0 0.0 > + > +uniform int index 4 > +uniform vec3 expect 5 5.1 5.2 > +draw rect 105 5 10 10 > +probe rgb 110 10 0.0 1.0 0.0 > + > +uniform int index 5 > +uniform vec3 expect 6 6.1 6.2 > +draw rect 130 5 10 10 > +probe rgb 135 10 0.0 1.0 0.0 > + > +uniform int index 6 > +uniform vec3 expect 7 7.1 7.2 > +draw rect 155 5 10 10 > +probe rgb 160 10 0.0 1.0 0.0 > + > +uniform int index 7 > +uniform vec3 expect 8 8.1 8.2 > +draw rect 180 5 10 10 > +probe rgb 185 10 0.0 1.0 0.0 > diff --git > a/tests/spec/glsl-1.10/execution/variable-indexing/fs-input-array-vec4-index-rd.shader_test > > b/tests/spec/glsl-1.10/execution/variable-indexing/fs-input-array-vec4-index-rd.shader_test > new file mode 100644 > index 0000000..74d08a1 > --- /dev/null > +++ > b/tests/spec/glsl-1.10/execution/variable-indexing/fs-input-array-vec4-index-rd.shader_test > @@ -0,0 +1,77 @@ > +[require] > +GLSL >= 1.10 > + > +[vertex shader] > +varying vec4 m1[4]; > +varying vec4 m2[4]; > + > +void main() > +{ > + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; > + > + m1[0] = vec4(1.0, 1.1, 1.2, 1.3); > + m1[1] = vec4(2.0, 2.1, 2.2, 2.3); > + m1[2] = vec4(3.0, 3.1, 3.2, 3.3); > + m1[3] = vec4(4.0, 4.1, 4.2, 4.3); > + m2[0] = vec4(5.0, 5.1, 5.2, 5.3); > + m2[1] = vec4(6.0, 6.1, 6.2, 6.3); > + m2[2] = vec4(7.0, 7.1, 7.2, 7.3); > + m2[3] = vec4(8.0, 8.1, 8.2, 8.3); > +} > + > +[fragment shader] > +uniform int index; > +uniform vec4 expect; > +varying vec4 m1[4]; > +varying vec4 m2[4]; > + > +void main() > +{ > + gl_FragColor = ((index >= 4 ? m2[index-4] : m1[index]) == expect) > + ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0); > +} > + > +[test] > +clear color 0.5 0.5 0.5 0.5 > +clear > +ortho > + > +uniform int index 0 > +uniform vec4 expect 1 1.1 1.2 1.3 > +draw rect 5 5 10 10 > +probe rgb 10 10 0.0 1.0 0.0 > + > +uniform int index 1 > +uniform vec4 expect 2 2.1 2.2 2.3 > +draw rect 30 5 10 10 > +probe rgb 35 10 0.0 1.0 0.0 > + > +uniform int index 2 > +uniform vec4 expect 3 3.1 3.2 3.3 > +draw rect 55 5 10 10 > +probe rgb 60 10 0.0 1.0 0.0 > + > +uniform int index 3 > +uniform vec4 expect 4 4.1 4.2 4.3 > +draw rect 80 5 10 10 > +probe rgb 85 10 0.0 1.0 0.0 > + > +uniform int index 4 > +uniform vec4 expect 5 5.1 5.2 5.3 > +draw rect 105 5 10 10 > +probe rgb 110 10 0.0 1.0 0.0 > + > +uniform int index 5 > +uniform vec4 expect 6 6.1 6.2 6.3 > +draw rect 130 5 10 10 > +probe rgb 135 10 0.0 1.0 0.0 > + > +uniform int index 6 > +uniform vec4 expect 7 7.1 7.2 7.3 > +draw rect 155 5 10 10 > +probe rgb 160 10 0.0 1.0 0.0 > + > +uniform int index 7 > +uniform vec4 expect 8 8.1 8.2 8.3 > +draw rect 180 5 10 10 > +probe rgb 185 10 0.0 1.0 0.0 > _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
