Commit 986aced2 authored by Timothy Arceri's avatar Timothy Arceri

arb_gpu_shader5: test indexing of samplers inside structs

Test results:

Nvidia GeForce 840M - NVIDIA 346.47: pass
Reviewed-by: Chris Forbes's avatarChris Forbes <chrisf@ijw.co.nz>
parent b4eacdff
# 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[2];
};
uniform S s[4];
uniform int n;
out vec4 color;
void main()
{
color = texture(s[n].tex[1], vec2(0.5, 0.5));
}
[test]
clear color 0.2 0.2 0.2 0.2
clear
uniform int s[0].tex[1] 0
uniform int s[1].tex[1] 1
uniform int s[2].tex[1] 2
uniform int s[3].tex[1] 3
texture checkerboard 0 0 (32, 32) (1.0, 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) (0.0, 1.0, 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) (0.0, 0.0, 1.0, 0.0) (0.0, 0.0, 1.0, 0.0)
texparameter 2D min nearest
texparameter 2D mag nearest
texture checkerboard 3 0 (32, 32) (1.0, 1.0, 1.0, 1.0) (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)
# 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[2];
};
uniform S s[2];
uniform int n;
uniform int m;
out vec4 color;
void main()
{
color = texture(s[n].tex[m], vec2(0.5, 0.5));
}
[test]
clear color 0.2 0.2 0.2 0.2
clear
uniform int s[0].tex[0] 0
uniform int s[0].tex[1] 1
uniform int s[1].tex[0] 2
uniform int s[1].tex[1] 3
texture checkerboard 0 0 (32, 32) (1.0, 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) (0.0, 1.0, 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) (0.0, 0.0, 1.0, 0.0) (0.0, 0.0, 1.0, 0.0)
texparameter 2D min nearest
texparameter 2D mag nearest
texture checkerboard 3 0 (32, 32) (1.0, 1.0, 1.0, 1.0) (1.0, 1.0, 1.0, 1.0)
texparameter 2D min nearest
texparameter 2D mag nearest
uniform int n 0
uniform int m 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 0
uniform int m 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 1
uniform int m 0
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 1
uniform int m 1
draw rect 0 0 1 1
relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
# 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;
};
uniform S s[4];
uniform int n;
out vec4 color;
void main()
{
color = texture(s[n].tex, vec2(0.5, 0.5));
}
[test]
clear color 0.2 0.2 0.2 0.2
clear
uniform int s[0].tex 0
uniform int s[1].tex 1
uniform int s[2].tex 2
uniform int s[3].tex 3
texture checkerboard 0 0 (32, 32) (1.0, 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) (0.0, 1.0, 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) (0.0, 0.0, 1.0, 0.0) (0.0, 0.0, 1.0, 0.0)
texparameter 2D min nearest
texparameter 2D mag nearest
texture checkerboard 3 0 (32, 32) (1.0, 1.0, 1.0, 1.0) (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)
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