diff options
author | Eric Anholt <eric@anholt.net> | 2012-07-26 11:08:38 -0700 |
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committer | Eric Anholt <eric@anholt.net> | 2012-08-09 09:09:35 -0700 |
commit | dcb671ff1500aeb52b970685376ce2677ee54c9f (patch) | |
tree | 6817fb5a4e1121b4377cb41a453ffc097471ddcf /tests/spec/glsl-1.40/uniform_buffer | |
parent | 502c8590151087fdfb886fe26aa82e6c2945ccfb (diff) |
GLSL 1.40: Add a nasty test for UBO structure copying.
This is totally hand-written awfulness.
Diffstat (limited to 'tests/spec/glsl-1.40/uniform_buffer')
-rw-r--r-- | tests/spec/glsl-1.40/uniform_buffer/fs-struct-copy-complicated.shader_test | 123 | ||||
-rw-r--r-- | tests/spec/glsl-1.40/uniform_buffer/vs-struct-copy-complicated.shader_test | 126 |
2 files changed, 249 insertions, 0 deletions
diff --git a/tests/spec/glsl-1.40/uniform_buffer/fs-struct-copy-complicated.shader_test b/tests/spec/glsl-1.40/uniform_buffer/fs-struct-copy-complicated.shader_test new file mode 100644 index 00000000..c7996914 --- /dev/null +++ b/tests/spec/glsl-1.40/uniform_buffer/fs-struct-copy-complicated.shader_test @@ -0,0 +1,123 @@ +[require] +GLSL >= 1.40 + +[vertex shader] +#version 140 + +in vec4 vertex; + +void main() +{ + gl_Position = vertex; +} + +[fragment shader] +#version 140 + +struct S2 { + vec2 v2; + mat2 m22[2]; +}; + +uniform ubo1 { + struct S { + S2 arr[2]; + vec3 v3; + bool b; + } s[2]; +}; + +void main() +{ + S temp[2] = s; + + /* Try to prevent copy propagation */ + temp[0].arr[0].v2 = vec2(0.01, 0.02); + + vec4 v = vec4(0, 1, 0, 0); + + if (temp[0].arr[0].v2 != vec2(0.01, 0.02)) + v = vec4(0.02, 0, temp[0].arr[0].v2); + else if (temp[0].arr[0].m22[0][0] != vec2(0.03, 0.04)) + v = vec4(0.04, 0, temp[0].arr[0].m22[0][0]); + else if (temp[0].arr[0].m22[0][1] != vec2(0.05, 0.06)) + v = vec4(0.06, 0, temp[0].arr[0].m22[0][1]); + else if (temp[0].arr[0].m22[1][0] != vec2(0.07, 0.08)) + v = vec4(0.08, 0, temp[0].arr[0].m22[1][0]); + else if (temp[0].arr[0].m22[1][1] != vec2(0.09, 0.10)) + v = vec4(0.10, 0, temp[0].arr[0].m22[1][1]); + + else if (temp[0].arr[1].v2 != vec2(0.21, 0.22)) + v = vec4(0.22, 0, temp[0].arr[1].v2); + else if (temp[0].arr[1].m22[0][0] != vec2(0.23, 0.24)) + v = vec4(0.24, 0, temp[0].arr[1].m22[0][0]); + else if (temp[0].arr[1].m22[0][1] != vec2(0.25, 0.26)) + v = vec4(0.26, 0, temp[0].arr[1].m22[0][1]); + else if (temp[0].arr[1].m22[1][0] != vec2(0.27, 0.28)) + v = vec4(0.28, 0, temp[0].arr[1].m22[1][0]); + else if (temp[0].arr[1].m22[1][1] != vec2(0.29, 0.30)) + v = vec4(0.30, 0, temp[0].arr[1].m22[1][1]); + + else if (temp[0].v3 != vec3(0.31, 0.32, 0.33)) + v = vec4(0.32, temp[0].v3); + else if (temp[0].b != false) + v = vec4(0.34, 0, 0, temp[0].b); + + else if (temp[1].arr[0].v2 != vec2(0.41, 0.42)) + v = vec4(0.42, 0, temp[1].arr[0].v2); + else if (temp[1].arr[0].m22[0][0] != vec2(0.43, 0.44)) + v = vec4(0.44, 0, temp[1].arr[0].m22[0][0]); + else if (temp[1].arr[0].m22[0][1] != vec2(0.45, 0.46)) + v = vec4(0.46, 0, temp[1].arr[0].m22[0][1]); + else if (temp[1].arr[0].m22[1][0] != vec2(0.47, 0.48)) + v = vec4(0.48, 0, temp[1].arr[0].m22[1][0]); + else if (temp[1].arr[0].m22[1][1] != vec2(0.49, 0.50)) + v = vec4(0.50, 0, temp[1].arr[0].m22[1][1]); + + else if (temp[1].arr[1].v2 != vec2(0.61, 0.62)) + v = vec4(0.62, 0, temp[1].arr[1].v2); + else if (temp[1].arr[1].m22[0][0] != vec2(0.63, 0.64)) + v = vec4(0.64, 0, temp[1].arr[1].m22[0][0]); + else if (temp[1].arr[1].m22[0][1] != vec2(0.65, 0.66)) + v = vec4(0.66, 0, temp[1].arr[1].m22[0][1]); + else if (temp[1].arr[1].m22[1][0] != vec2(0.67, 0.68)) + v = vec4(0.68, 0, temp[1].arr[1].m22[1][0]); + else if (temp[1].arr[1].m22[1][1] != vec2(0.69, 0.70)) + v = vec4(0.70, 0, temp[1].arr[1].m22[1][1]); + + else if (temp[1].v3 != vec3(0.71, 0.72, 0.73)) + v = vec4(0.72, temp[1].v3); + else if (temp[1].b != true) + v = vec4(0.74, 0, 0, temp[1].b); + + 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 vec2 s[0].arr[0].v2 0.99 0.99 +uniform mat2 s[0].arr[0].m22[0] 0.03 0.04 0.05 0.06 +uniform mat2 s[0].arr[0].m22[1] 0.07 0.08 0.09 0.10 +uniform vec2 s[0].arr[1].v2 0.21 0.22 +uniform mat2 s[0].arr[1].m22[0] 0.23 0.24 0.25 0.26 +uniform mat2 s[0].arr[1].m22[1] 0.27 0.28 0.29 0.30 +uniform vec3 s[0].v3 0.31 0.32 0.33 +uniform int s[0].b 0 + +uniform vec2 s[1].arr[0].v2 0.41 0.42 +uniform mat2 s[1].arr[0].m22[0] 0.43 0.44 0.45 0.46 +uniform mat2 s[1].arr[0].m22[1] 0.47 0.48 0.49 0.50 +uniform vec2 s[1].arr[1].v2 0.61 0.62 +uniform mat2 s[1].arr[1].m22[0] 0.63 0.64 0.65 0.66 +uniform mat2 s[1].arr[1].m22[1] 0.67 0.68 0.69 0.70 +uniform vec3 s[1].v3 0.71 0.72 0.73 +uniform int s[1].b 2 + +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-complicated.shader_test b/tests/spec/glsl-1.40/uniform_buffer/vs-struct-copy-complicated.shader_test new file mode 100644 index 00000000..1e034e7f --- /dev/null +++ b/tests/spec/glsl-1.40/uniform_buffer/vs-struct-copy-complicated.shader_test @@ -0,0 +1,126 @@ +[require] +GLSL >= 1.40 + +[vertex shader] +#version 140 + +struct S2 { + vec2 v2; + mat2 m22[2]; +}; + +uniform ubo1 { + struct S { + S2 arr[2]; + vec3 v3; + bool b; + } s[2]; +}; + +in vec4 vertex; +out vec4 v; + +void main() +{ + gl_Position = vertex; + + S temp[2] = s; + + /* Try to prevent copy propagation */ + temp[0].arr[0].v2 = vec2(0.01, 0.02); + + v = vec4(0, 1, 0, 0); + + if (temp[0].arr[0].v2 != vec2(0.01, 0.02)) + v = vec4(0.02, 0, temp[0].arr[0].v2); + else if (temp[0].arr[0].m22[0][0] != vec2(0.03, 0.04)) + v = vec4(0.04, 0, temp[0].arr[0].m22[0][0]); + else if (temp[0].arr[0].m22[0][1] != vec2(0.05, 0.06)) + v = vec4(0.06, 0, temp[0].arr[0].m22[0][1]); + else if (temp[0].arr[0].m22[1][0] != vec2(0.07, 0.08)) + v = vec4(0.08, 0, temp[0].arr[0].m22[1][0]); + else if (temp[0].arr[0].m22[1][1] != vec2(0.09, 0.10)) + v = vec4(0.10, 0, temp[0].arr[0].m22[1][1]); + + else if (temp[0].arr[1].v2 != vec2(0.21, 0.22)) + v = vec4(0.22, 0, temp[0].arr[1].v2); + else if (temp[0].arr[1].m22[0][0] != vec2(0.23, 0.24)) + v = vec4(0.24, 0, temp[0].arr[1].m22[0][0]); + else if (temp[0].arr[1].m22[0][1] != vec2(0.25, 0.26)) + v = vec4(0.26, 0, temp[0].arr[1].m22[0][1]); + else if (temp[0].arr[1].m22[1][0] != vec2(0.27, 0.28)) + v = vec4(0.28, 0, temp[0].arr[1].m22[1][0]); + else if (temp[0].arr[1].m22[1][1] != vec2(0.29, 0.30)) + v = vec4(0.30, 0, temp[0].arr[1].m22[1][1]); + + else if (temp[0].v3 != vec3(0.31, 0.32, 0.33)) + v = vec4(0.32, temp[0].v3); + else if (temp[0].b != false) + v = vec4(0.34, 0, 0, temp[0].b); + + else if (temp[1].arr[0].v2 != vec2(0.41, 0.42)) + v = vec4(0.42, 0, temp[1].arr[0].v2); + else if (temp[1].arr[0].m22[0][0] != vec2(0.43, 0.44)) + v = vec4(0.44, 0, temp[1].arr[0].m22[0][0]); + else if (temp[1].arr[0].m22[0][1] != vec2(0.45, 0.46)) + v = vec4(0.46, 0, temp[1].arr[0].m22[0][1]); + else if (temp[1].arr[0].m22[1][0] != vec2(0.47, 0.48)) + v = vec4(0.48, 0, temp[1].arr[0].m22[1][0]); + else if (temp[1].arr[0].m22[1][1] != vec2(0.49, 0.50)) + v = vec4(0.50, 0, temp[1].arr[0].m22[1][1]); + + else if (temp[1].arr[1].v2 != vec2(0.61, 0.62)) + v = vec4(0.62, 0, temp[1].arr[1].v2); + else if (temp[1].arr[1].m22[0][0] != vec2(0.63, 0.64)) + v = vec4(0.64, 0, temp[1].arr[1].m22[0][0]); + else if (temp[1].arr[1].m22[0][1] != vec2(0.65, 0.66)) + v = vec4(0.66, 0, temp[1].arr[1].m22[0][1]); + else if (temp[1].arr[1].m22[1][0] != vec2(0.67, 0.68)) + v = vec4(0.68, 0, temp[1].arr[1].m22[1][0]); + else if (temp[1].arr[1].m22[1][1] != vec2(0.69, 0.70)) + v = vec4(0.70, 0, temp[1].arr[1].m22[1][1]); + + else if (temp[1].v3 != vec3(0.71, 0.72, 0.73)) + v = vec4(0.72, temp[1].v3); + else if (temp[1].b != true) + v = vec4(0.74, 0, 0, temp[1].b); +} + +[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 vec2 s[0].arr[0].v2 0.99 0.99 +uniform mat2 s[0].arr[0].m22[0] 0.03 0.04 0.05 0.06 +uniform mat2 s[0].arr[0].m22[1] 0.07 0.08 0.09 0.10 +uniform vec2 s[0].arr[1].v2 0.21 0.22 +uniform mat2 s[0].arr[1].m22[0] 0.23 0.24 0.25 0.26 +uniform mat2 s[0].arr[1].m22[1] 0.27 0.28 0.29 0.30 +uniform vec3 s[0].v3 0.31 0.32 0.33 +uniform int s[0].b 0 + +uniform vec2 s[1].arr[0].v2 0.41 0.42 +uniform mat2 s[1].arr[0].m22[0] 0.43 0.44 0.45 0.46 +uniform mat2 s[1].arr[0].m22[1] 0.47 0.48 0.49 0.50 +uniform vec2 s[1].arr[1].v2 0.61 0.62 +uniform mat2 s[1].arr[1].m22[0] 0.63 0.64 0.65 0.66 +uniform mat2 s[1].arr[1].m22[1] 0.67 0.68 0.69 0.70 +uniform vec3 s[1].v3 0.71 0.72 0.73 +uniform int s[1].b 2 + +draw arrays GL_TRIANGLE_FAN 0 4 +probe all rgba 0.0 1.0 0.0 0.0 |