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authorEric Anholt <eric@anholt.net>2012-07-26 11:08:38 -0700
committerEric Anholt <eric@anholt.net>2012-08-09 09:09:35 -0700
commitdcb671ff1500aeb52b970685376ce2677ee54c9f (patch)
tree6817fb5a4e1121b4377cb41a453ffc097471ddcf /tests/spec/glsl-1.40/uniform_buffer
parent502c8590151087fdfb886fe26aa82e6c2945ccfb (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_test123
-rw-r--r--tests/spec/glsl-1.40/uniform_buffer/vs-struct-copy-complicated.shader_test126
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