Reviewed-by: Ilia Mirkin <[email protected]>
On Fri, Sep 4, 2015 at 1:48 PM, Alejandro Piñeiro <[email protected]> wrote: > Right now there are tests for the following indexing combination: > a) No struct - non const sampler indexing > b) Non const struct indexing - single sampler > c) Non const struct indexing - const sampler indexing > d) Non const struct indexing - non const sampler indexing > > This commit adds the following combination: > e) Const struct indexing - non const sampler indexing > --- > > To provide some context, right now: > > a) and b) pass on i965, > c) fails on i965 > d) fails on i965 with the IR path, but crashes with the NIR path. > > I have been taking a look to why there is a different behaviour > IR vs NIR on d), at least to check if there was a easy solution > to avoid the crash. On that use case the nir tree resulting > includes two sampler offset on the same texture operation, so it > raises and assertion on nir_validate. I concluded that it would > not be trivial to get the NIR path not crashing, as it is likely > it is needed to someone jumps in to solve c) and d), that seems > to be a corner case that was not contemplated on current > implementation of arb_gpu_shader5. > > In any case, while investigating this, I tried out the outcome > of a const struct indexing and a non const sampler indexing (so > e)) and it works fine on i965. So just for the sake of > completeness Im submitting this combination. > > .../fs-struct-const-sampler-nonconst.shader_test | 72 +++++++++++++++++ > .../gs-struct-const-sampler-nonconst.shader_test | 91 > ++++++++++++++++++++++ > .../vs-struct-const-sampler-nonconst.shader_test | 84 ++++++++++++++++++++ > 3 files changed, 247 insertions(+) > create mode 100644 > tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-struct-const-sampler-nonconst.shader_test > create mode 100644 > tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-const-sampler-nonconst.shader_test > create mode 100644 > tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-const-sampler-nonconst.shader_test > > diff --git > a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-struct-const-sampler-nonconst.shader_test > > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-struct-const-sampler-nonconst.shader_test > new file mode 100644 > index 0000000..80069ea > --- /dev/null > +++ > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/fs-struct-const-sampler-nonconst.shader_test > @@ -0,0 +1,72 @@ > +# This test verifies that dynamically uniform indexing of sampler arrays > +# in the fragment shader behaves correctly. > + > +[require] > +GLSL >= 1.50 > +GL_ARB_gpu_shader5 > + > +[vertex shader passthrough] > + > +[fragment shader] > +#version 150 > +#extension GL_ARB_gpu_shader5: require > + > +struct S { > + sampler2D tex[4]; > +}; > + > +uniform S s[2]; > + > +uniform int n; > + > +out vec4 color; > + > +void main() > +{ > + color = texture(s[1].tex[n], vec2(0.75, 0.25)); > +} > + > +[test] > +clear color 0.2 0.2 0.2 0.2 > +clear > + > +uniform int s[1].tex[0] 0 > +uniform int s[1].tex[1] 1 > +uniform int s[1].tex[2] 2 > +uniform int s[1].tex[3] 3 > + > +texture checkerboard 0 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0) > +texparameter 2D min nearest > +texparameter 2D mag nearest > + > +texture checkerboard 1 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0) > +texparameter 2D min nearest > +texparameter 2D mag nearest > + > +texture checkerboard 2 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0) > +texparameter 2D min nearest > +texparameter 2D mag nearest > + > +texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 1.0, 1.0, 1.0) > +texparameter 2D min nearest > +texparameter 2D mag nearest > + > +uniform int n 0 > +draw rect -1 -1 1 1 > + > +relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0) > + > +uniform int n 1 > +draw rect 0 -1 1 1 > + > +relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0) > + > +uniform int n 2 > +draw rect -1 0 1 1 > + > +relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0) > + > +uniform int n 3 > +draw rect 0 0 1 1 > + > +relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0) > diff --git > a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-const-sampler-nonconst.shader_test > > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-const-sampler-nonconst.shader_test > new file mode 100644 > index 0000000..cf6795c > --- /dev/null > +++ > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-const-sampler-nonconst.shader_test > @@ -0,0 +1,91 @@ > +# This test verifies that dynamically uniform indexing of sampler arrays > +# in the geometry shader behaves correctly. > + > +[require] > +GLSL >= 1.50 > +GL_ARB_gpu_shader5 > + > +[vertex shader passthrough] > + > +[geometry shader] > +#version 150 > +#extension GL_ARB_gpu_shader5: require > + > +struct S { > + sampler2D tex[4]; > +}; > + > +uniform S s[2]; > + > +uniform int n; > + > +layout(triangles) in; > +layout(triangle_strip, max_vertices=3) out; > +out vec4 color; > + > +void main() > +{ > + for (int i = 0; i < 3; i++) { > + gl_Position = gl_in[i].gl_Position; > + color = texture(s[1].tex[n], vec2(0.75, 0.25)); > + EmitVertex(); > + } > + EndPrimitive(); > +} > + > +[fragment shader] > +#version 150 > +#extension GL_ARB_gpu_shader5: require > + > +in vec4 color; > +out vec4 out_color; > + > +void main() > +{ > + out_color = color; > +} > + > +[test] > +clear color 0.2 0.2 0.2 0.2 > +clear > + > +uniform int s[1].tex[0] 0 > +uniform int s[1].tex[1] 1 > +uniform int s[1].tex[2] 2 > +uniform int s[1].tex[3] 3 > + > +texture checkerboard 0 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0) > +texparameter 2D min nearest > +texparameter 2D mag nearest > + > +texture checkerboard 1 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0) > +texparameter 2D min nearest > +texparameter 2D mag nearest > + > +texture checkerboard 2 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0) > +texparameter 2D min nearest > +texparameter 2D mag nearest > + > +texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 1.0, 1.0, 1.0) > +texparameter 2D min nearest > +texparameter 2D mag nearest > + > +uniform int n 0 > +draw rect -1 -1 1 1 > + > +relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0) > + > +uniform int n 1 > +draw rect 0 -1 1 1 > + > +relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0) > + > +uniform int n 2 > +draw rect -1 0 1 1 > + > +relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0) > + > +uniform int n 3 > +draw rect 0 0 1 1 > + > +relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0) > diff --git > a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-const-sampler-nonconst.shader_test > > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-const-sampler-nonconst.shader_test > new file mode 100644 > index 0000000..9388675 > --- /dev/null > +++ > b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-const-sampler-nonconst.shader_test > @@ -0,0 +1,84 @@ > +# This test verifies that dynamically uniform indexing of sampler arrays > +# in the vertex shader behaves correctly. > + > +[require] > +GLSL >= 1.50 > +GL_ARB_gpu_shader5 > + > +[vertex shader] > +#version 150 > +#extension GL_ARB_gpu_shader5: require > + > +struct S { > + sampler2D tex[4]; > +}; > + > +uniform S s[2]; > + > +uniform int n; > + > +in vec4 piglit_vertex; > +out vec4 color; > + > +void main() > +{ > + gl_Position = piglit_vertex; > + color = texture(s[1].tex[n], vec2(0.75, 0.25)); > +} > + > +[fragment shader] > +#version 150 > +#extension GL_ARB_gpu_shader5: require > + > +in vec4 color; > +out vec4 out_color; > + > +void main() > +{ > + out_color = color; > +} > + > +[test] > +clear color 0.2 0.2 0.2 0.2 > +clear > + > +uniform int s[1].tex[0] 0 > +uniform int s[1].tex[1] 1 > +uniform int s[1].tex[2] 2 > +uniform int s[1].tex[3] 3 > + > +texture checkerboard 0 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0) > +texparameter 2D min nearest > +texparameter 2D mag nearest > + > +texture checkerboard 1 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0) > +texparameter 2D min nearest > +texparameter 2D mag nearest > + > +texture checkerboard 2 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0) > +texparameter 2D min nearest > +texparameter 2D mag nearest > + > +texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 1.0, 1.0, 1.0) > +texparameter 2D min nearest > +texparameter 2D mag nearest > + > +uniform int n 0 > +draw rect -1 -1 1 1 > + > +relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0) > + > +uniform int n 1 > +draw rect 0 -1 1 1 > + > +relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0) > + > +uniform int n 2 > +draw rect -1 0 1 1 > + > +relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0) > + > +uniform int n 3 > +draw rect 0 0 1 1 > + > +relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0) > -- > 2.1.4 > > _______________________________________________ > Piglit mailing list > [email protected] > http://lists.freedesktop.org/mailman/listinfo/piglit _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
