Re: [Piglit] [PATCH 2/2] Test that "continue" works in a switch statement within a do-while loop.
On Fri, Jan 31, 2014 at 1:12 PM, Paul Berry wrote: > --- > ...l-fs-continue-in-switch-in-do-while.shader_test | 94 + > ...l-vs-continue-in-switch-in-do-while.shader_test | 95 > ++ > 2 files changed, 189 insertions(+) > create mode 100644 > tests/shaders/glsl-fs-continue-in-switch-in-do-while.shader_test > create mode 100644 > tests/shaders/glsl-vs-continue-in-switch-in-do-while.shader_test > > diff --git a/tests/shaders/glsl-fs-continue-in-switch-in-do-while.shader_test > b/tests/shaders/glsl-fs-continue-in-switch-in-do-while.shader_test > new file mode 100644 > index 000..58dc50d > --- /dev/null > +++ b/tests/shaders/glsl-fs-continue-in-switch-in-do-while.shader_test > @@ -0,0 +1,94 @@ > +# From the GLSL 4.40 spec, section 6.4 (Jumps): > +# > +# The continue jump is used only in loops. It skips the remainder > +# of the body of the inner most loop of which it is inside. For > +# while and do-while loops, this jump is to the next evaluation of > +# the loop condition-expression from which the loop continues as > +# previously defined. > +# > +# One way that do-while loops might be implemented is to convert them > +# to infinite loops that terminate in a conditional break (this is > +# what Mesa does). In such an implementation, an easy way to > +# implement the proper behaviour of "continue" in a do-while loop is > +# to replicate the conditional break at the site of the "continue". > +# For example, this code: > +# > +# do { > +# ... > +# if (...) { > +# ... > +# continue; > +# } > +# ... > +# } while (condition); > +# > +# would get translated to: > +# > +# loop { > +# ... > +# if (...) { > +# ... > +# if (!condition) > +# break; > +# continue; > +# } > +# ... > +# if (!condition) > +# break; > +# } > +# > +# However, we must be careful in making this transformation if the > +# "continue" occurs inside a switch statement, since "break" inside a > +# switch statement normally exits the switch statement, not the > +# surrounding loop. > +# > +# This test verifies that "continue" behaves properly when invoked > +# inside a switch statement which is itself inside a do-while loop. > + > +[require] > +GLSL >= 1.30 > + > +[vertex shader] > +#version 130 > +void main() > +{ > + gl_Position = gl_Vertex; > +} > + > +[fragment shader] > +#version 130 > +void main() > +{ > + int w = 0; > + int x = 0; > + int y = 0; > + int z = 0; > + do { // 1st iteration 2nd iteration > +++w; // w <- 1 w <- 2 > +switch (w) { // Jump to case 1 Jump to case 2 > + case 1: > +++x; // x <- 1 > +break; // Jump to ++z > + case 2: > +continue; // Jump to (w < 2) > + case 3: > +++y; // (this case is never executed) > +break; > +} > +++z; // z <- 1 skipped > + } while (w < 2); // truefalse > + > + // The loop should execute for two iterations, so w should be 2. X > + // should be incremented on the first iteration only, so it should > + // be 1. Y should never be incremented (since w never reaches 3), > + // so it should be 0. The "continue" should skip ++z on the second > + // iteration, so z should be 1. > + if (w == 2 && x == 1 && y == 0 && z == 1) > +gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); > + else > +gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); > +} > + > +[test] > +draw rect -1 -1 2 2 > +probe all rgba 0.0 1.0 0.0 1.0 > diff --git a/tests/shaders/glsl-vs-continue-in-switch-in-do-while.shader_test > b/tests/shaders/glsl-vs-continue-in-switch-in-do-while.shader_test > new file mode 100644 > index 000..88fcfb9 > --- /dev/null > +++ b/tests/shaders/glsl-vs-continue-in-switch-in-do-while.shader_test > @@ -0,0 +1,95 @@ > +# From the GLSL 4.40 spec, section 6.4 (Jumps): > +# > +# The continue jump is used only in loops. It skips the remainder > +# of the body of the inner most loop of which it is inside. For > +# while and do-while loops, this jump is to the next evaluation of > +# the loop condition-expression from which the loop continues as > +# previously defined. > +# > +# One way that do-while loops might be implemented is to convert them > +# to infinite loops that terminate in a conditional break (this is > +# what Mesa does). In such an implementation, an easy way to > +# implement the proper behaviour of "continue" in a do-while loop is > +# to replicate the conditional break at the site of the "continue". > +# For example, this code: > +# > +# do { > +# ... > +# if (...) { > +# ... > +# continue; > +# } > +# ... > +# } while (condition); > +# > +# would get translated to: > +# > +# loop { > +# ... > +# if (...) { > +# ... > +# if (!conditi
[Piglit] [PATCH 2/2] Test that "continue" works in a switch statement within a do-while loop.
--- ...l-fs-continue-in-switch-in-do-while.shader_test | 94 + ...l-vs-continue-in-switch-in-do-while.shader_test | 95 ++ 2 files changed, 189 insertions(+) create mode 100644 tests/shaders/glsl-fs-continue-in-switch-in-do-while.shader_test create mode 100644 tests/shaders/glsl-vs-continue-in-switch-in-do-while.shader_test diff --git a/tests/shaders/glsl-fs-continue-in-switch-in-do-while.shader_test b/tests/shaders/glsl-fs-continue-in-switch-in-do-while.shader_test new file mode 100644 index 000..58dc50d --- /dev/null +++ b/tests/shaders/glsl-fs-continue-in-switch-in-do-while.shader_test @@ -0,0 +1,94 @@ +# From the GLSL 4.40 spec, section 6.4 (Jumps): +# +# The continue jump is used only in loops. It skips the remainder +# of the body of the inner most loop of which it is inside. For +# while and do-while loops, this jump is to the next evaluation of +# the loop condition-expression from which the loop continues as +# previously defined. +# +# One way that do-while loops might be implemented is to convert them +# to infinite loops that terminate in a conditional break (this is +# what Mesa does). In such an implementation, an easy way to +# implement the proper behaviour of "continue" in a do-while loop is +# to replicate the conditional break at the site of the "continue". +# For example, this code: +# +# do { +# ... +# if (...) { +# ... +# continue; +# } +# ... +# } while (condition); +# +# would get translated to: +# +# loop { +# ... +# if (...) { +# ... +# if (!condition) +# break; +# continue; +# } +# ... +# if (!condition) +# break; +# } +# +# However, we must be careful in making this transformation if the +# "continue" occurs inside a switch statement, since "break" inside a +# switch statement normally exits the switch statement, not the +# surrounding loop. +# +# This test verifies that "continue" behaves properly when invoked +# inside a switch statement which is itself inside a do-while loop. + +[require] +GLSL >= 1.30 + +[vertex shader] +#version 130 +void main() +{ + gl_Position = gl_Vertex; +} + +[fragment shader] +#version 130 +void main() +{ + int w = 0; + int x = 0; + int y = 0; + int z = 0; + do { // 1st iteration 2nd iteration +++w; // w <- 1 w <- 2 +switch (w) { // Jump to case 1 Jump to case 2 + case 1: +++x; // x <- 1 +break; // Jump to ++z + case 2: +continue; // Jump to (w < 2) + case 3: +++y; // (this case is never executed) +break; +} +++z; // z <- 1 skipped + } while (w < 2); // truefalse + + // The loop should execute for two iterations, so w should be 2. X + // should be incremented on the first iteration only, so it should + // be 1. Y should never be incremented (since w never reaches 3), + // so it should be 0. The "continue" should skip ++z on the second + // iteration, so z should be 1. + if (w == 2 && x == 1 && y == 0 && z == 1) +gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); + else +gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); +} + +[test] +draw rect -1 -1 2 2 +probe all rgba 0.0 1.0 0.0 1.0 diff --git a/tests/shaders/glsl-vs-continue-in-switch-in-do-while.shader_test b/tests/shaders/glsl-vs-continue-in-switch-in-do-while.shader_test new file mode 100644 index 000..88fcfb9 --- /dev/null +++ b/tests/shaders/glsl-vs-continue-in-switch-in-do-while.shader_test @@ -0,0 +1,95 @@ +# From the GLSL 4.40 spec, section 6.4 (Jumps): +# +# The continue jump is used only in loops. It skips the remainder +# of the body of the inner most loop of which it is inside. For +# while and do-while loops, this jump is to the next evaluation of +# the loop condition-expression from which the loop continues as +# previously defined. +# +# One way that do-while loops might be implemented is to convert them +# to infinite loops that terminate in a conditional break (this is +# what Mesa does). In such an implementation, an easy way to +# implement the proper behaviour of "continue" in a do-while loop is +# to replicate the conditional break at the site of the "continue". +# For example, this code: +# +# do { +# ... +# if (...) { +# ... +# continue; +# } +# ... +# } while (condition); +# +# would get translated to: +# +# loop { +# ... +# if (...) { +# ... +# if (!condition) +# break; +# continue; +# } +# ... +# if (!condition) +# break; +# } +# +# However, we must be careful in making this transformation if the +# "continue" occurs inside a switch statement, since "break" inside a +# switch statement normally exits the switch statement, not the +# surrounding loop. +