summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorIan Romanick <ian.d.romanick@intel.com>2020-02-11 15:31:50 -0800
committerMarge Bot <eric+marge@anholt.net>2020-02-20 01:23:51 +0000
commitfde152ac76cde4688fa5b967770cce458905f044 (patch)
tree3a52f84a9bb5e9d83fec5d223a42df0fd6473f95
parentc91b1bbd3cafb9cfe90ef5211f2d10b0671da7f0 (diff)
glsl-1.10: Verify sign multiplied by a value with negation, absolute value, or both
Both of the tests involving abs() fail on all versions of i965 that include 06d2c116415 ("intel/fs: Add a scale factor to emit_fsign"). The negation test would also fail, but an algebraic optimization moves the negation thereby masking the bug. Changes in mesa!1359 can reveal this bug. Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/piglit/merge_requests/224> Part-of: <https://gitlab.freedesktop.org/mesa/piglit/merge_requests/224>
-rw-r--r--tests/spec/glsl-1.10/execution/fs-sign-times-abs.shader_test53
-rw-r--r--tests/spec/glsl-1.10/execution/fs-sign-times-neg-abs.shader_test53
-rw-r--r--tests/spec/glsl-1.10/execution/fs-sign-times-neg.shader_test53
3 files changed, 159 insertions, 0 deletions
diff --git a/tests/spec/glsl-1.10/execution/fs-sign-times-abs.shader_test b/tests/spec/glsl-1.10/execution/fs-sign-times-abs.shader_test
new file mode 100644
index 000000000..d10dbf018
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/fs-sign-times-abs.shader_test
@@ -0,0 +1,53 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader passthrough]
+
+[fragment shader]
+uniform vec4 v[25];
+
+void main()
+{
+ vec4 color = vec4(0.0, 1.0, 0.0, 1.0);
+
+ for (int i = 0; i < 25; i++) {
+ if (sign(v[i].x) * abs(v[i].y) != v[i].z)
+ color = vec4(1.0, 0.0, 0.0, 1.0);
+ }
+
+ gl_FragColor = color;
+}
+
+[test]
+uniform vec4 v[0] 5.0 5.0 5.0 0.0
+uniform vec4 v[1] 5.0 -5.0 5.0 0.0
+uniform vec4 v[2] 5.0 0.0 0.0 0.0
+uniform vec4 v[3] 5.0 0x7f000000 0x7f000000 0.0
+uniform vec4 v[4] 5.0 0xff000000 0x7f000000 0.0
+
+uniform vec4 v[5] -5.0 5.0 -5.0 0.0
+uniform vec4 v[6] -5.0 -5.0 -5.0 0.0
+uniform vec4 v[7] -5.0 0.0 0.0 0.0
+uniform vec4 v[8] -5.0 0x7f000000 0xff000000 0.0
+uniform vec4 v[9] -5.0 0xff000000 0xff000000 0.0
+
+uniform vec4 v[10] 0.0 5.0 0.0 0.0
+uniform vec4 v[11] 0.0 -5.0 0.0 0.0
+uniform vec4 v[12] 0.0 0.0 0.0 0.0
+uniform vec4 v[13] 0.0 0x7f000000 0.0 0.0
+uniform vec4 v[14] 0.0 0xff000000 0.0 0.0
+
+uniform vec4 v[15] 0x7f000000 5.0 5.0 0.0
+uniform vec4 v[16] 0x7f000000 -5.0 5.0 0.0
+uniform vec4 v[17] 0x7f000000 0.0 0.0 0.0
+uniform vec4 v[18] 0x7f000000 0x7f000000 0x7f000000 0.0
+uniform vec4 v[19] 0x7f000000 0xff000000 0x7f000000 0.0
+
+uniform vec4 v[20] 0xff000000 5.0 -5.0 0.0
+uniform vec4 v[21] 0xff000000 -5.0 -5.0 0.0
+uniform vec4 v[22] 0xff000000 0.0 0.0 0.0
+uniform vec4 v[23] 0xff000000 0x7f000000 0xff000000 0.0
+uniform vec4 v[24] 0xff000000 0xff000000 0xff000000 0.0
+
+draw rect -1 -1 2 2
+probe rgb 1 1 0.0 1.0 0.0
diff --git a/tests/spec/glsl-1.10/execution/fs-sign-times-neg-abs.shader_test b/tests/spec/glsl-1.10/execution/fs-sign-times-neg-abs.shader_test
new file mode 100644
index 000000000..e24297c18
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/fs-sign-times-neg-abs.shader_test
@@ -0,0 +1,53 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader passthrough]
+
+[fragment shader]
+uniform vec4 v[25];
+
+void main()
+{
+ vec4 color = vec4(0.0, 1.0, 0.0, 1.0);
+
+ for (int i = 0; i < 25; i++) {
+ if (sign(v[i].x) * -abs(v[i].y) != v[i].z)
+ color = vec4(1.0, 0.0, 0.0, 1.0);
+ }
+
+ gl_FragColor = color;
+}
+
+[test]
+uniform vec4 v[0] 5.0 5.0 -5.0 0.0
+uniform vec4 v[1] 5.0 -5.0 -5.0 0.0
+uniform vec4 v[2] 5.0 0.0 0.0 0.0
+uniform vec4 v[3] 5.0 0x7f000000 0xff000000 0.0
+uniform vec4 v[4] 5.0 0xff000000 0xff000000 0.0
+
+uniform vec4 v[5] -5.0 5.0 5.0 0.0
+uniform vec4 v[6] -5.0 -5.0 5.0 0.0
+uniform vec4 v[7] -5.0 0.0 0.0 0.0
+uniform vec4 v[8] -5.0 0x7f000000 0x7f000000 0.0
+uniform vec4 v[9] -5.0 0xff000000 0x7f000000 0.0
+
+uniform vec4 v[10] 0.0 5.0 0.0 0.0
+uniform vec4 v[11] 0.0 -5.0 0.0 0.0
+uniform vec4 v[12] 0.0 0.0 0.0 0.0
+uniform vec4 v[13] 0.0 0x7f000000 0.0 0.0
+uniform vec4 v[14] 0.0 0xff000000 0.0 0.0
+
+uniform vec4 v[15] 0x7f000000 5.0 -5.0 0.0
+uniform vec4 v[16] 0x7f000000 -5.0 -5.0 0.0
+uniform vec4 v[17] 0x7f000000 0.0 0.0 0.0
+uniform vec4 v[18] 0x7f000000 0x7f000000 0xff000000 0.0
+uniform vec4 v[19] 0x7f000000 0xff000000 0xff000000 0.0
+
+uniform vec4 v[20] 0xff000000 5.0 5.0 0.0
+uniform vec4 v[21] 0xff000000 -5.0 5.0 0.0
+uniform vec4 v[22] 0xff000000 0.0 0.0 0.0
+uniform vec4 v[23] 0xff000000 0x7f000000 0x7f000000 0.0
+uniform vec4 v[24] 0xff000000 0xff000000 0x7f000000 0.0
+
+draw rect -1 -1 2 2
+probe rgb 1 1 0.0 1.0 0.0
diff --git a/tests/spec/glsl-1.10/execution/fs-sign-times-neg.shader_test b/tests/spec/glsl-1.10/execution/fs-sign-times-neg.shader_test
new file mode 100644
index 000000000..5198b1c1b
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/fs-sign-times-neg.shader_test
@@ -0,0 +1,53 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader passthrough]
+
+[fragment shader]
+uniform vec4 v[25];
+
+void main()
+{
+ vec4 color = vec4(0.0, 1.0, 0.0, 1.0);
+
+ for (int i = 0; i < 25; i++) {
+ if (sign(v[i].x) * -v[i].y != v[i].z)
+ color = vec4(1.0, 0.0, 0.0, 1.0);
+ }
+
+ gl_FragColor = color;
+}
+
+[test]
+uniform vec4 v[0] 5.0 5.0 -5.0 0.0
+uniform vec4 v[1] 5.0 -5.0 5.0 0.0
+uniform vec4 v[2] 5.0 0.0 0.0 0.0
+uniform vec4 v[3] 5.0 0x7f000000 0xff000000 0.0
+uniform vec4 v[4] 5.0 0xff000000 0x7f000000 0.0
+
+uniform vec4 v[5] -5.0 5.0 5.0 0.0
+uniform vec4 v[6] -5.0 -5.0 -5.0 0.0
+uniform vec4 v[7] -5.0 0.0 0.0 0.0
+uniform vec4 v[8] -5.0 0x7f000000 0x7f000000 0.0
+uniform vec4 v[9] -5.0 0xff000000 0xff000000 0.0
+
+uniform vec4 v[10] 0.0 5.0 0.0 0.0
+uniform vec4 v[11] 0.0 -5.0 0.0 0.0
+uniform vec4 v[12] 0.0 0.0 0.0 0.0
+uniform vec4 v[13] 0.0 0x7f000000 0.0 0.0
+uniform vec4 v[14] 0.0 0xff000000 0.0 0.0
+
+uniform vec4 v[15] 0x7f000000 5.0 -5.0 0.0
+uniform vec4 v[16] 0x7f000000 -5.0 5.0 0.0
+uniform vec4 v[17] 0x7f000000 0.0 0.0 0.0
+uniform vec4 v[18] 0x7f000000 0x7f000000 0xff000000 0.0
+uniform vec4 v[19] 0x7f000000 0xff000000 0x7f000000 0.0
+
+uniform vec4 v[20] 0xff000000 5.0 5.0 0.0
+uniform vec4 v[21] 0xff000000 -5.0 -5.0 0.0
+uniform vec4 v[22] 0xff000000 0.0 0.0 0.0
+uniform vec4 v[23] 0xff000000 0x7f000000 0x7f000000 0.0
+uniform vec4 v[24] 0xff000000 0xff000000 0xff000000 0.0
+
+draw rect -1 -1 2 2
+probe rgb 1 1 0.0 1.0 0.0