On Tue, Jul 28, 2015 at 2:32 AM, Ilia Mirkin <[email protected]> wrote:
> On Mon, Jul 27, 2015 at 8:02 PM, Marek Olšák <[email protected]> wrote:
>> From: Chris Forbes <[email protected]>
>>
>> These cases are interesting for i965 because writemasks for URB writes
>> require careful code generation.
>>
>> The partial write is buried in uniform branch to defeat any coalescing a
>> clever implementation might otherwise do.
>>
>> v2: fixed by Marek
>>
>> Signed-off-by: Chris Forbes <[email protected]>
>> Reviewed-by: Marek Olšák <[email protected]>
>> ---
>>  .../execution/patch-partial-write.shader_test      | 64 
>> ++++++++++++++++++++++
>>  .../execution/vertex-partial-write.shader_test     | 64 
>> ++++++++++++++++++++++
>>  2 files changed, 128 insertions(+)
>>  create mode 100644 
>> tests/spec/arb_tessellation_shader/execution/patch-partial-write.shader_test
>>  create mode 100644 
>> tests/spec/arb_tessellation_shader/execution/vertex-partial-write.shader_test
>>
>> diff --git 
>> a/tests/spec/arb_tessellation_shader/execution/patch-partial-write.shader_test
>>  
>> b/tests/spec/arb_tessellation_shader/execution/patch-partial-write.shader_test
>> new file mode 100644
>> index 0000000..8b06018
>> --- /dev/null
>> +++ 
>> b/tests/spec/arb_tessellation_shader/execution/patch-partial-write.shader_test
>> @@ -0,0 +1,64 @@
>> +#
>> +# Test that partial writes of patch outputs work in the control shader
>> +#
>> +
>> +[require]
>> +GLSL >= 1.50
>> +GL_ARB_tessellation_shader
>> +
>> +[vertex shader passthrough]
>> +
>> +[tessellation control shader]
>> +#version 150
>> +#extension GL_ARB_tessellation_shader : require
>> +
>> +layout(vertices = 2) out;
>> +patch out vec4 c;
>> +uniform int x;
>> +
>> +void main()
>> +{
>> +       gl_TessLevelInner[0] = 1.0;
>> +       gl_TessLevelInner[1] = 1.0;
>> +
>> +       gl_TessLevelOuter[0] = 1.0;
>> +       gl_TessLevelOuter[1] = 1.0;
>> +       gl_TessLevelOuter[2] = 1.0;
>> +       gl_TessLevelOuter[3] = 1.0;
>> +
>> +       c = vec4(1.0);
>> +       if (x == 0) {   /* true, but the compiler cannot see it */
>> +               c.xz = vec2(0);
>> +       }
>> +}
>> +
>> +[tessellation evaluation shader]
>> +#version 150
>> +#extension GL_ARB_tessellation_shader : require
>> +
>> +layout(quads, equal_spacing) in;
>> +patch in vec4 c;
>> +out vec4 fs_c;
>> +
>> +void main()
>> +{
>> +       gl_Position = vec4(gl_TessCoord.xy * 2 - 1, 0, 1);
>> +       fs_c = c;
>> +}
>> +
>> +[fragment shader]
>> +#version 150
>> +
>> +in vec4 fs_c;
>> +
>> +void main()
>> +{
>> +       gl_FragColor = fs_c;
>> +}
>> +
>> +[test]
>> +clear color 0.1 0.1 0.1 0.1
>> +clear
>> +patch parameter vertices 1
>> +draw arrays GL_PATCHES 0 1
>> +probe all rgba 0.0 1.0 0.0 1.0
>> diff --git 
>> a/tests/spec/arb_tessellation_shader/execution/vertex-partial-write.shader_test
>>  
>> b/tests/spec/arb_tessellation_shader/execution/vertex-partial-write.shader_test
>> new file mode 100644
>> index 0000000..079516c
>> --- /dev/null
>> +++ 
>> b/tests/spec/arb_tessellation_shader/execution/vertex-partial-write.shader_test
>> @@ -0,0 +1,64 @@
>> +#
>> +# Test that partial writes of per-vertex outputs work in the control shader
>> +#
>> +
>> +[require]
>> +GLSL >= 1.50
>> +GL_ARB_tessellation_shader
>> +
>> +[vertex shader passthrough]
>> +
>> +[tessellation control shader]
>> +#version 150
>> +#extension GL_ARB_tessellation_shader : require
>> +
>> +layout(vertices = 2) out;
>> +out vec4 c[];
>> +uniform int x;
>
> Perhaps you need = 0 here? You don't seem to initialize the uniform
> otherwise. Is it defined to be set to 0?

All uniforms are initialized to 0 by default.

Marek
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