Re: [Piglit] [PATCH 2/2] Test that "continue" works in a switch statement within a do-while loop.

2014-01-31 Thread Matt Turner
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.

2014-01-31 Thread Paul Berry
---
 ...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.
+