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authorEric Anholt <eric@anholt.net>2012-07-23 15:59:32 -0700
committerEric Anholt <eric@anholt.net>2012-08-09 09:09:35 -0700
commit502c8590151087fdfb886fe26aa82e6c2945ccfb (patch)
treea36aa6181409a061727ecf62537ebcd5df853956 /tests/spec/glsl-1.40/uniform_buffer
parente87de376ad0febf5e89e7e82383e77033648b265 (diff)
GLSL 1.40: New tests for rendering using UBO aggregate assignment.
Diffstat (limited to 'tests/spec/glsl-1.40/uniform_buffer')
-rw-r--r--tests/spec/glsl-1.40/uniform_buffer/fs-array-copy.shader_test43
-rw-r--r--tests/spec/glsl-1.40/uniform_buffer/fs-struct-copy.shader_test43
-rw-r--r--tests/spec/glsl-1.40/uniform_buffer/vs-array-copy.shader_test47
-rw-r--r--tests/spec/glsl-1.40/uniform_buffer/vs-struct-copy.shader_test48
4 files changed, 181 insertions, 0 deletions
diff --git a/tests/spec/glsl-1.40/uniform_buffer/fs-array-copy.shader_test b/tests/spec/glsl-1.40/uniform_buffer/fs-array-copy.shader_test
new file mode 100644
index 00000000..bf3c9722
--- /dev/null
+++ b/tests/spec/glsl-1.40/uniform_buffer/fs-array-copy.shader_test
@@ -0,0 +1,43 @@
+[require]
+GLSL >= 1.40
+
+[vertex shader]
+#version 140
+
+in vec4 vertex;
+
+void main()
+{
+ gl_Position = vertex;
+}
+
+[fragment shader]
+#version 140
+
+uniform int i;
+uniform ubo1 {
+ vec4 colors[4];
+};
+
+void main()
+{
+ vec4 temp[4] = colors;
+ temp[0] = vec4(1.0, 0.0, 0.0, 0.0);
+ gl_FragColor = temp[i];
+}
+
+[vertex data]
+vertex/float/2
+-1.0 -1.0
+ 1.0 -1.0
+ 1.0 1.0
+-1.0 1.0
+
+[test]
+uniform int i 1
+uniform vec4 colors[0] 0.0 0.0 0.0 0.0
+uniform vec4 colors[1] 0.0 1.0 0.0 0.0
+uniform vec4 colors[2] 0.0 1.0 1.0 0.0
+uniform vec4 colors[3] 1.0 0.0 1.0 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/fs-struct-copy.shader_test b/tests/spec/glsl-1.40/uniform_buffer/fs-struct-copy.shader_test
new file mode 100644
index 00000000..2ed1d8e5
--- /dev/null
+++ b/tests/spec/glsl-1.40/uniform_buffer/fs-struct-copy.shader_test
@@ -0,0 +1,43 @@
+[require]
+GLSL >= 1.40
+
+[vertex shader]
+#version 140
+
+in vec4 vertex;
+
+void main()
+{
+ gl_Position = vertex;
+}
+
+[fragment shader]
+#version 140
+
+uniform ubo1 {
+ struct S {
+ vec4 a, b, c, d;
+ } colors;
+};
+
+void main()
+{
+ S temp = colors;
+ temp.c = vec4(0.0); /* try, but fail, to prevent copy prop */
+ gl_FragColor = temp.a + temp.b + temp.c + temp.d;
+}
+
+[vertex data]
+vertex/float/2
+-1.0 -1.0
+ 1.0 -1.0
+ 1.0 1.0
+-1.0 1.0
+
+[test]
+uniform vec4 colors.a 0.0 0.0 0.0 0.0
+uniform vec4 colors.b 0.0 1.0 0.0 0.0
+uniform vec4 colors.c 1.0 0.0 0.0 0.0
+uniform vec4 colors.d 0.0 0.0 0.0 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-array-copy.shader_test b/tests/spec/glsl-1.40/uniform_buffer/vs-array-copy.shader_test
new file mode 100644
index 00000000..f7f235d8
--- /dev/null
+++ b/tests/spec/glsl-1.40/uniform_buffer/vs-array-copy.shader_test
@@ -0,0 +1,47 @@
+[require]
+GLSL >= 1.40
+
+[vertex shader]
+#version 140
+
+uniform int i;
+uniform ubo1 {
+ vec4 colors[4];
+};
+
+in vec4 vertex;
+out vec4 v;
+
+void main()
+{
+ gl_Position = vertex;
+ vec4 temp[4] = colors;
+ temp[0] = vec4(1.0, 0.0, 0.0, 0.0);
+ v = temp[i];
+}
+
+[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 int i 1
+uniform vec4 colors[0] 0.0 0.0 0.0 0.0
+uniform vec4 colors[1] 0.0 1.0 0.0 0.0
+uniform vec4 colors[2] 0.0 1.0 1.0 0.0
+uniform vec4 colors[3] 1.0 0.0 1.0 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-copy.shader_test b/tests/spec/glsl-1.40/uniform_buffer/vs-struct-copy.shader_test
new file mode 100644
index 00000000..8a261abb
--- /dev/null
+++ b/tests/spec/glsl-1.40/uniform_buffer/vs-struct-copy.shader_test
@@ -0,0 +1,48 @@
+[require]
+GLSL >= 1.40
+
+[vertex shader]
+#version 140
+
+uniform ubo1 {
+ struct S {
+ vec4 a, b, c, d;
+ } colors;
+};
+
+in vec4 vertex;
+out vec4 v;
+
+void main()
+{
+ gl_Position = vertex;
+
+ S temp = colors;
+ temp.c = vec4(0.0); /* try, but fail, to prevent copy prop */
+ v = temp.a + temp.b + temp.c + temp.d;
+}
+
+[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 vec4 colors.a 0.0 0.0 0.0 0.0
+uniform vec4 colors.b 0.0 1.0 0.0 0.0
+uniform vec4 colors.c 1.0 0.0 0.0 0.0
+uniform vec4 colors.d 0.0 0.0 0.0 0.0
+draw arrays GL_TRIANGLE_FAN 0 4
+probe all rgba 0.0 1.0 0.0 0.0