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authorEric Anholt <eric@anholt.net>2012-07-26 12:06:22 -0700
committerEric Anholt <eric@anholt.net>2012-08-09 09:09:35 -0700
commit048a8ea33d365c279035ba9b0a518312bba06707 (patch)
tree343837e7d2213eb15eaff475294c18b632c2e9fc /tests/spec/glsl-1.40/uniform_buffer
parentdcb671ff1500aeb52b970685376ce2677ee54c9f (diff)
GLSL 1.40: Add tests for UBO structure padding bug in link_uniforms.cpp.
Diffstat (limited to 'tests/spec/glsl-1.40/uniform_buffer')
-rw-r--r--tests/spec/glsl-1.40/uniform_buffer/fs-struct-pad.shader_test49
-rw-r--r--tests/spec/glsl-1.40/uniform_buffer/vs-struct-pad.shader_test53
2 files changed, 102 insertions, 0 deletions
diff --git a/tests/spec/glsl-1.40/uniform_buffer/fs-struct-pad.shader_test b/tests/spec/glsl-1.40/uniform_buffer/fs-struct-pad.shader_test
new file mode 100644
index 00000000..a2202ff9
--- /dev/null
+++ b/tests/spec/glsl-1.40/uniform_buffer/fs-struct-pad.shader_test
@@ -0,0 +1,49 @@
+[require]
+GLSL >= 1.40
+
+[vertex shader]
+#version 140
+
+in vec4 vertex;
+
+void main()
+{
+ gl_Position = vertex;
+}
+
+[fragment shader]
+#version 140
+
+uniform ubo1 {
+ struct S {
+ struct S1 {
+ float r;
+ } s1;
+
+ struct S2 {
+ float g;
+ float b;
+ float a;
+ } s2;
+ } s;
+};
+
+void main()
+{
+ gl_FragColor = vec4(s.s1.r, s.s2.g, s.s2.b, s.s2.a);
+}
+
+[vertex data]
+vertex/float/2
+-1.0 -1.0
+ 1.0 -1.0
+ 1.0 1.0
+-1.0 1.0
+
+[test]
+uniform float s.s1.r 0.0
+uniform float s.s2.g 1.0
+uniform float s.s2.b 0.0
+uniform float s.s2.a 0.0
+draw arrays GL_TRIANGLE_FAN 0 4
+probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/vs-struct-pad.shader_test b/tests/spec/glsl-1.40/uniform_buffer/vs-struct-pad.shader_test
new file mode 100644
index 00000000..7390ea84
--- /dev/null
+++ b/tests/spec/glsl-1.40/uniform_buffer/vs-struct-pad.shader_test
@@ -0,0 +1,53 @@
+[require]
+GLSL >= 1.40
+
+[vertex shader]
+#version 140
+
+uniform ubo1 {
+ struct S {
+ struct S1 {
+ float r;
+ } s1;
+
+ struct S2 {
+ float g;
+ float b;
+ float a;
+ } s2;
+ } s;
+};
+
+in vec4 vertex;
+out vec4 v;
+
+void main()
+{
+ gl_Position = vertex;
+ v = vec4(s.s1.r, s.s2.g, s.s2.b, s.s2.a);
+}
+
+[fragment shader]
+#version 140
+
+in vec4 v;
+
+void main()
+{
+ gl_FragColor = v;
+}
+
+[vertex data]
+vertex/float/2
+-1.0 -1.0
+ 1.0 -1.0
+ 1.0 1.0
+-1.0 1.0
+
+[test]
+uniform float s.s1.r 0.0
+uniform float s.s2.g 1.0
+uniform float s.s2.b 0.0
+uniform float s.s2.a 0.0
+draw arrays GL_TRIANGLE_FAN 0 4
+probe all rgba 0.0 1.0 0.0 0.0