On Tue, 08 Dec 2015 01:07:34 +0100, Dave Airlie <airl...@gmail.com> wrote:
From: Dave Airlie <airl...@redhat.com> This passes a dvec3 through vs->tcs->tes->fs. This hits a bug in the glsl->tgsi code. --- .../execution/dvec3-vs-tcs-tes.shader_test | 79 ++++++++++++++++++++++ 1 file changed, 79 insertions(+) create mode 100644 tests/spec/arb_tessellation_shader/execution/dvec3-vs-tcs-tes.shader_test diff --git a/tests/spec/arb_tessellation_shader/execution/dvec3-vs-tcs-tes.shader_test b/tests/spec/arb_tessellation_shader/execution/dvec3-vs-tcs-tes.shader_test new file mode 100644 index 0000000..98110c9 --- /dev/null +++ b/tests/spec/arb_tessellation_shader/execution/dvec3-vs-tcs-tes.shader_test @@ -0,0 +1,79 @@ +# simple dvec3 through vs->tcs->tes->fs. +[require] +GLSL >= 1.50 +GL_ARB_tessellation_shader +GL_ARB_gpu_shader_fp64 + +[vertex shader] +#extension GL_ARB_gpu_shader_fp64: require +in vec4 vertex; + +out dvec3 vs_var0; + +void main() +{ + gl_Position = vertex; + vs_var0 = dvec3(1.0LF, 2.0LF, 3.0LF); +} + + +[tessellation control shader] +#extension GL_ARB_tessellation_shader: require +#extension GL_ARB_gpu_shader_fp64: require +layout(vertices = 3) out; + +in dvec3 vs_var0[]; +out dvec3 tcs_var0[]; + +void main() { + gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; + gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 0.0); + gl_TessLevelInner = float[2](0.0, 0.0); + tcs_var0[gl_InvocationID] = vs_var0[gl_InvocationID] + dvec3(2.0LF, 3.0LF, 4.0LF); +} + + +[tessellation evaluation shader] +#extension GL_ARB_tessellation_shader: require +#extension GL_ARB_gpu_shader_fp64: require +layout(triangles) in; + +in dvec3 tcs_var0[]; +flat out dvec3 tes_var0; + +void main() { + gl_Position = gl_in[0].gl_Position * gl_TessCoord[0] + + gl_in[1].gl_Position * gl_TessCoord[1] + + gl_in[2].gl_Position * gl_TessCoord[2]; + + tes_var0 = tcs_var0[0] + dvec3(3.0LF, 4.0LF, 5.0LF); +} + + +[fragment shader] +#extension GL_ARB_gpu_shader_fp64: require +flat in dvec3 tes_var0; + +void main() +{ + if (tes_var0 == dvec3(6.0LF, 9.0LF, 12.0LF)) + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); +} + +[vertex data] +vertex/float/2 +-1.0 -1.0 + 1.0 -1.0 +-1.0 1.0 +-1.0 1.0 + 1.0 -1.0 + 1.0 1.0 + +[test] +clear color 0.1 0.1 0.1 0.1 +clear +patch parameter vertices 3 +draw arrays GL_PATCHES 0 6 +probe all rgba 0.0 1.0 0.0 1.0
Reviewed-by: Glenn Kennard <glenn.kenn...@gmail.com> _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/piglit