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authorIan Romanick <ian.d.romanick@intel.com>2011-07-15 11:54:58 -0700
committerIan Romanick <ian.d.romanick@intel.com>2011-08-19 09:25:03 -0700
commitf7747a2caf2834b7ca1cd450e613b52239fde494 (patch)
tree948e0760f31bad731828e1993389d4c2f27c9c4e /tests/spec/glsl-1.20/execution/variable-indexing/vs-uniform-array-mat3-col-rd.shader_test
parent01dff3f8338e17665b036d849e0fdf2c96348325 (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_test58
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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
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--- /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
+