With no layered fb and unconfigured viewports, the values of gl_Layer/gl_ViewportIndex shouldn't matter for rendering. Make sure that they're being passed through correctly from GS to FS.
Similarly add a test that writes layer in VS and checks it in FS. Signed-off-by: Ilia Mirkin <[email protected]> --- v1 -> v2: - use passthrough vertex shader - changed tests to be 4 draws instead of 5, drawing each into separate quadrants and doing one check at the end. should make it easier to identify issues - added a vs test that uses AMD_vertex_shader_layer (tested using softpipe) I didn't maintain the R-b's on the v1 due to the various changes. .../layer-gs-write-simple.shader_test | 53 +++++++++++++++++++++ .../layer-vs-write-simple.shader_test | 48 +++++++++++++++++++ .../viewport-gs-write-simple.shader_test | 55 ++++++++++++++++++++++ 3 files changed, 156 insertions(+) create mode 100644 tests/spec/arb_fragment_layer_viewport/layer-gs-write-simple.shader_test create mode 100644 tests/spec/arb_fragment_layer_viewport/layer-vs-write-simple.shader_test create mode 100644 tests/spec/arb_fragment_layer_viewport/viewport-gs-write-simple.shader_test diff --git a/tests/spec/arb_fragment_layer_viewport/layer-gs-write-simple.shader_test b/tests/spec/arb_fragment_layer_viewport/layer-gs-write-simple.shader_test new file mode 100644 index 0000000..bfafcb1 --- /dev/null +++ b/tests/spec/arb_fragment_layer_viewport/layer-gs-write-simple.shader_test @@ -0,0 +1,53 @@ +[require] +GLSL >= 1.50 +GL_ARB_fragment_layer_viewport + +[vertex shader passthrough] + +[geometry shader] +#version 150 + +layout(triangles) in; +layout(triangle_strip, max_vertices=3) out; +uniform int layer; + +void main() +{ + for (int i = 0; i < 3; i++) { + gl_Position = gl_in[i].gl_Position; + gl_Layer = layer; + EmitVertex(); + } +} + +[fragment shader] +#version 150 +#extension GL_ARB_fragment_layer_viewport: require + +uniform int layer; + +void main() +{ + if (gl_Layer == layer) + gl_FragColor = vec4(0,1,0,0); + else + gl_FragColor = vec4(1,0,0,0); +} + +[test] +clear color 0.0 0.0 0.0 0.0 +clear + +uniform int layer 0 +draw rect -1 -1 1 1 + +uniform int layer 1 +draw rect 0 -1 1 1 + +uniform int layer 10000 +draw rect -1 0 1 1 + +uniform int layer -10000 +draw rect 0 0 1 1 + +probe all rgb 0.0 1.0 0.0 diff --git a/tests/spec/arb_fragment_layer_viewport/layer-vs-write-simple.shader_test b/tests/spec/arb_fragment_layer_viewport/layer-vs-write-simple.shader_test new file mode 100644 index 0000000..fe453fb --- /dev/null +++ b/tests/spec/arb_fragment_layer_viewport/layer-vs-write-simple.shader_test @@ -0,0 +1,48 @@ +[require] +GLSL >= 1.40 +GL_ARB_fragment_layer_viewport +GL_AMD_vertex_shader_layer + +[vertex shader] +#version 140 +#extension GL_AMD_vertex_shader_layer: enable +in vec4 piglit_vertex; +uniform int layer; + +void main() +{ + gl_Position = piglit_vertex; + gl_Layer = layer; +} + +[fragment shader] +#version 140 +#extension GL_ARB_fragment_layer_viewport: require + +uniform int layer; + +void main() +{ + if (gl_Layer == layer) + gl_FragColor = vec4(0,1,0,0); + else + gl_FragColor = vec4(1,0,0,0); +} + +[test] +clear color 0.0 0.0 0.0 0.0 +clear + +uniform int layer 0 +draw rect -1 -1 1 1 + +uniform int layer 1 +draw rect 0 -1 1 1 + +uniform int layer 10000 +draw rect -1 0 1 1 + +uniform int layer -10000 +draw rect 0 0 1 1 + +probe all rgb 0.0 1.0 0.0 diff --git a/tests/spec/arb_fragment_layer_viewport/viewport-gs-write-simple.shader_test b/tests/spec/arb_fragment_layer_viewport/viewport-gs-write-simple.shader_test new file mode 100644 index 0000000..fd0ac4b --- /dev/null +++ b/tests/spec/arb_fragment_layer_viewport/viewport-gs-write-simple.shader_test @@ -0,0 +1,55 @@ +[require] +GLSL >= 1.50 +GL_ARB_fragment_layer_viewport +GL_ARB_viewport_array + +[vertex shader passthrough] + +[geometry shader] +#version 150 +#extension GL_ARB_viewport_array: enable + +layout(triangles) in; +layout(triangle_strip, max_vertices=3) out; +uniform int viewport; + +void main() +{ + for (int i = 0; i < 3; i++) { + gl_Position = gl_in[i].gl_Position; + gl_ViewportIndex = viewport; + EmitVertex(); + } +} + +[fragment shader] +#version 150 +#extension GL_ARB_fragment_layer_viewport: require + +uniform int viewport; + +void main() +{ + if (gl_ViewportIndex == viewport) + gl_FragColor = vec4(0,1,0,0); + else + gl_FragColor = vec4(1,0,0,0); +} + +[test] +clear color 0.0 0.0 0.0 0.0 +clear + +uniform int viewport 0 +draw rect -1 -1 1 1 + +uniform int viewport 1 +draw rect 0 -1 1 1 + +uniform int viewport 10000 +draw rect -1 0 1 1 + +uniform int viewport -10000 +draw rect 0 0 1 1 + +probe all rgb 0.0 1.0 0.0 -- 1.8.5.5 _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
