On 06/23/2014 01:18 PM, Abdiel Janulgue wrote:
> This is for checking that the compiler outputs the correct optimization
> when clamp is bounded within 0.0 and 1.0.
> 
> Signed-off-by: Abdiel Janulgue <[email protected]>
> ---
>  .../execution/fs-clamp-bounds.shader_test          | 28 +++++++++++++++++++
>  .../execution/vs-clamp-bounds.shader_test          | 32 
> ++++++++++++++++++++++
>  2 files changed, 60 insertions(+)
>  create mode 100644 tests/spec/glsl-1.10/execution/fs-clamp-bounds.shader_test
>  create mode 100644 tests/spec/glsl-1.10/execution/vs-clamp-bounds.shader_test
> 
> diff --git a/tests/spec/glsl-1.10/execution/fs-clamp-bounds.shader_test 
> b/tests/spec/glsl-1.10/execution/fs-clamp-bounds.shader_test
> new file mode 100644
> index 0000000..13233e8
> --- /dev/null
> +++ b/tests/spec/glsl-1.10/execution/fs-clamp-bounds.shader_test
> @@ -0,0 +1,28 @@
> +[require]
> +GLSL >= 1.10
> +
> +[vertex shader]
> +void main()
> +{
> +     gl_Position = gl_Vertex;
> +}
> +
> +[fragment shader]
> +uniform bool low_bound;
> +uniform vec4 v;
> +
> +void main()
> +{
> +     gl_FragColor = low_bound ? clamp(v, 0.2, 1.0) : clamp(v, 0.0, 0.9);
> +}
> +
> +[test]
> +uniform int low_bound 0
> +uniform vec4 v 0.25 1.0 2.0 0.25
> +draw rect -1 -1 2 2
> +probe all rgba 0.25 0.9 0.9 0.25
> +
> +uniform int low_bound 1
> +uniform vec4 v 0.25 1.0 2.0 0.25
> +draw rect -1 -1 2 2

This second draw will completely over-write the first draw.  When run
without -auto this makes it impossible to see (in the window on the
screen) an error in the first draw.  Instead,

draw rect -1 -1 1 2
...
draw rect 0 -1 1 2

for both tests.  That also means you'll need to either use a different
probe or change the way results are generated.

> +probe all rgba 0.25 1.0 1.0 0.25
> diff --git a/tests/spec/glsl-1.10/execution/vs-clamp-bounds.shader_test 
> b/tests/spec/glsl-1.10/execution/vs-clamp-bounds.shader_test
> new file mode 100644
> index 0000000..6b40dc0
> --- /dev/null
> +++ b/tests/spec/glsl-1.10/execution/vs-clamp-bounds.shader_test
> @@ -0,0 +1,32 @@
> +[require]
> +GLSL >= 1.10
> +
> +[vertex shader]
> +uniform bool low_bound;
> +uniform vec4 v;
> +varying vec4 color;
> +
> +void main()
> +{
> +     color = low_bound ? clamp(v, 0.2, 1.0) : clamp(v, 0.0, 0.9);
> +     gl_Position = gl_Vertex;
> +}
> +
> +[fragment shader]
> +varying vec4 color;
> +
> +void main()
> +{
> +     gl_FragColor = color;
> +}
> +
> +[test]
> +uniform int low_bound 0
> +uniform vec4 v 0.25 1.0 2.0 0.25
> +draw rect -1 -1 2 2
> +probe all rgba 0.25 0.9 0.9 0.25
> +
> +uniform int low_bound 1
> +uniform vec4 v 0.25 1.0 2.0 0.25
> +draw rect -1 -1 2 2
> +probe all rgba 0.25 1.0 1.0 0.25
> 

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