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author | Ian Romanick <ian.d.romanick@intel.com> | 2011-07-15 11:54:58 -0700 |
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committer | Ian Romanick <ian.d.romanick@intel.com> | 2011-08-19 09:25:03 -0700 |
commit | f7747a2caf2834b7ca1cd450e613b52239fde494 (patch) | |
tree | 948e0760f31bad731828e1993389d4c2f27c9c4e /tests/spec/glsl-1.20/execution/variable-indexing/vs-uniform-array-mat3-col-rd.shader_test | |
parent | 01dff3f8338e17665b036d849e0fdf2c96348325 (diff) |
glsl-1.10 / glsl-1.20: Add non-constant index read tests
All of these tests follow a similar form. A simple shader that reads
a particular array element, matrix column, and vector element (matrix
row) and compares it to some expected value. The tests vary on:
- Storage qualifier of the array/matrix (uniform, temporary, varying).
- Array / not an array.
- Matrix size (mat2, mat3, mat4).
- Whether or not the array index is a non-constant.
- Whether or not the matrix column is a non-constant.
- Whether or not the matrix row is a non-constant.
Since the base type is always a matrix, attributes and fragment shader
outputs are not tested.
Diffstat (limited to 'tests/spec/glsl-1.20/execution/variable-indexing/vs-uniform-array-mat3-col-rd.shader_test')
-rw-r--r-- | tests/spec/glsl-1.20/execution/variable-indexing/vs-uniform-array-mat3-col-rd.shader_test | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/tests/spec/glsl-1.20/execution/variable-indexing/vs-uniform-array-mat3-col-rd.shader_test b/tests/spec/glsl-1.20/execution/variable-indexing/vs-uniform-array-mat3-col-rd.shader_test new file mode 100644 index 000000000..95fab47a7 --- /dev/null +++ b/tests/spec/glsl-1.20/execution/variable-indexing/vs-uniform-array-mat3-col-rd.shader_test @@ -0,0 +1,58 @@ +# Test generated by: +# ../../../glsl-1.10/variable-index-read.sh 1.20 + +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +uniform int col; +uniform vec3 expect; + mat3x3[3] m = mat3x3[3]( + mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0), + mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0), + mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0)); +varying vec4 color; + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + color = (m[1][col] == expect) + ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0); +} + +[fragment shader] +#version 120 +uniform int col; +uniform vec3 expect; + mat3x3[3] m = mat3x3[3]( + mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0), + mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0), + mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0)); +varying vec4 color; + +void main() +{ + gl_FragColor = color; +} + +[test] +clear color 0.5 0.5 0.5 0.5 +clear +ortho + +uniform int col 0 +uniform vec3 expect 10 11 12 +draw rect 60 5 10 10 +probe rgb 65 10 0.0 1.0 0.0 + +uniform int col 1 +uniform vec3 expect 13 14 15 +draw rect 75 5 10 10 +probe rgb 80 10 0.0 1.0 0.0 + +uniform int col 2 +uniform vec3 expect 16 17 18 +draw rect 90 5 10 10 +probe rgb 95 10 0.0 1.0 0.0 + |