Commit 70862812 authored by Kenneth Graunke's avatar Kenneth Graunke Committed by Dylan Baker

Auto-generate glsl-const-builtin-{equal, notEqual}-XX shader tests.

Signed-off-by: Kenneth Graunke's avatarKenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Dylan Baker's avatarDylan Baker <baker.dylan.c@gmail.com>
parent 815e1022
......@@ -30,6 +30,9 @@ piglit_make_generated_tests(
constant_array_size_tests.list
gen_constant_array_size_tests.py
builtin_function.py)
piglit_make_generated_tests(
const_builtin_equal_tests.list
gen_const_builtin_equal_tests.py)
piglit_make_generated_tests(
interpolation_tests.list
gen_interpolation_tests.py)
......@@ -89,6 +92,7 @@ add_custom_target(gen-tests ALL
outerproduct_invalid_params.list
builtin_uniform_tests.list
constant_array_size_tests.list
const_builtin_equal_tests.list
builtin_cl_int_tests.list
builtin_cl_math_tests.list
builtin_cl_relational_tests.list
......
[require]
GLSL >= 1.20
[vertex shader file]
glsl-mvp.vert
[fragment shader]
void main()
{
const bvec2 res = equal(vec2(3.0, 3.14),
vec2(-6.0, 7.88));
gl_FragColor = (res == bvec2(false, false))
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0
[require]
GLSL >= 1.20
[vertex shader file]
glsl-mvp.vert
[fragment shader]
void main()
{
const bvec3 res = equal(vec3(13.4, -0.9, 12.55),
vec3(13.4, 12.0, -55.3));
gl_FragColor = (res == bvec3(true, false, false))
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0
[require]
GLSL >= 1.20
[vertex shader file]
glsl-mvp.vert
[fragment shader]
void main()
{
const bvec4 res = equal(vec4(-2.0, 0.0, 0.123, -1000.5),
vec4(-2.4, 0.0, 0.456, 12.5));
gl_FragColor = (res == bvec4(false, true, false, false))
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0
[require]
GLSL >= 1.20
[vertex shader file]
glsl-mvp.vert
[fragment shader]
void main()
{
const bvec2 res = equal(ivec2(-8, 12),
ivec2(-19, 12));
gl_FragColor = (res == bvec2(false, true))
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0
[require]
GLSL >= 1.20
[vertex shader file]
glsl-mvp.vert
[fragment shader]
void main()
{
const bvec3 res = equal(ivec3(0, 8, 89),
ivec3(4, -7, 33));
gl_FragColor = (res == bvec3(false, false, false))
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0
[require]
GLSL >= 1.20
[vertex shader file]
glsl-mvp.vert
[fragment shader]
void main()
{
const bvec4 res = equal(ivec4(11, 1000, 1, -18),
ivec4(55, 1000, -21, -17));
gl_FragColor = (res == bvec4(false, true, false, false))
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0
[require]
GLSL >= 1.20
[vertex shader file]
glsl-mvp.vert
[fragment shader]
void main()
{
const bvec2 res = equal(bvec2(true, false),
bvec2(true, true));
gl_FragColor = (res == bvec2(true, false))
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0
[require]
GLSL >= 1.20
[vertex shader file]
glsl-mvp.vert
[fragment shader]
void main()
{
const bvec3 res = equal(bvec3(false, true, false),
bvec3(false, false, true));
gl_FragColor = (res == bvec3(true, false, false))
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0
[require]
GLSL >= 1.20
[vertex shader file]
glsl-mvp.vert
[fragment shader]
void main()
{
const bvec4 res = equal(bvec4(true, false, false, true),
bvec4(true, true, false, false));
gl_FragColor = (res == bvec4(true, false, true, false))
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0
[require]
GLSL >= 1.20
[vertex shader file]
glsl-mvp.vert
[fragment shader]
void main()
{
const bvec2 res = notEqual(vec2(3.0, 3.14),
vec2(-6.0, 7.88));
gl_FragColor = (res == bvec2(true, true))
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0
[require]
GLSL >= 1.20
[vertex shader file]
glsl-mvp.vert
[fragment shader]
void main()
{
const bvec3 res = notEqual(vec3(13.4, -0.9, 12.55),
vec3(13.4, 12.0, -55.3));
gl_FragColor = (res == bvec3(false, true, true))
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0
[require]
GLSL >= 1.20
[vertex shader file]
glsl-mvp.vert
[fragment shader]
void main()
{
const bvec4 res = notEqual(vec4(-2.0, 0.0, 0.123, -1000.5),
vec4(-2.4, 0.0, 0.456, 12.5));
gl_FragColor = (res == bvec4(true, false, true, true))
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0
[require]
GLSL >= 1.20
[vertex shader file]
glsl-mvp.vert
[fragment shader]
void main()
{
const bvec2 res = notEqual(ivec2(-8, 12),
ivec2(-19, 12));
gl_FragColor = (res == bvec2(true, false))
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0
[require]
GLSL >= 1.20
[vertex shader file]
glsl-mvp.vert
[fragment shader]
void main()
{
const bvec3 res = notEqual(ivec3(0, 8, 89),
ivec3(4, -7, 33));
gl_FragColor = (res == bvec3(true, true, true))
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0
[require]
GLSL >= 1.20
[vertex shader file]
glsl-mvp.vert
[fragment shader]
void main()
{
const bvec4 res = notEqual(ivec4(11, 1000, 1, -18),
ivec4(55, 1000, -21, -17));
gl_FragColor = (res == bvec4(true, false, true, true))
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0
[require]
GLSL >= 1.20
[vertex shader file]
glsl-mvp.vert
[fragment shader]
void main()
{
const bvec2 res = notEqual(bvec2(true, false),
bvec2(true, true));
gl_FragColor = (res == bvec2(false, true))
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0
[require]
GLSL >= 1.20
[vertex shader file]
glsl-mvp.vert
[fragment shader]
void main()
{
const bvec3 res = notEqual(bvec3(false, true, false),
bvec3(false, false, true));
gl_FragColor = (res == bvec3(false, true, true))
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0
[require]
GLSL >= 1.20
[vertex shader file]
glsl-mvp.vert
[fragment shader]
void main()
{
const bvec4 res = notEqual(bvec4(true, false, false, true),
bvec4(true, true, false, false));
gl_FragColor = (res == bvec4(false, true, false, true))
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0
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