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glsl/tests: Add a test for properties of sampler types.
For each sampler type, this tests that: - The base type is GLSL_TYPE_SAMPLER. - The dimensionality is set correctly. - The returned data type is correct. - The sampler_array and sampler_shadow flags are set correctly. - sampler_coordinate_components() returns the correct value. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Ian Romanick <idr@freedesktop.org>
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2 changed files with 114 additions and 0 deletions
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@ -34,6 +34,7 @@ include Makefile.sources
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TESTS = glcpp/tests/glcpp-test \
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tests/optimization-test \
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tests/ralloc-test \
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tests/sampler-types-test \
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tests/uniform-initializer-test
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TESTS_ENVIRONMENT= \
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@ -45,6 +46,7 @@ check_PROGRAMS = \
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glcpp/glcpp \
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glsl_test \
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tests/ralloc-test \
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tests/sampler-types-test \
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tests/uniform-initializer-test
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tests_uniform_initializer_test_SOURCES = \
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@ -70,6 +72,17 @@ tests_ralloc_test_LDADD = \
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$(top_builddir)/src/gtest/libgtest.la \
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$(PTHREAD_LIBS)
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tests_sampler_types_test_SOURCES = \
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$(top_srcdir)/src/mesa/program/prog_hash_table.c\
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$(top_srcdir)/src/mesa/program/symbol_table.c \
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tests/sampler_types_test.cpp
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tests_sampler_types_test_CFLAGS = \
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$(PTHREAD_CFLAGS)
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tests_sampler_types_test_LDADD = \
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$(top_builddir)/src/gtest/libgtest.la \
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$(top_builddir)/src/glsl/libglsl.la \
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$(PTHREAD_LIBS)
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libglcpp_la_SOURCES = \
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glcpp/glcpp-lex.c \
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glcpp/glcpp-parse.c \
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101
src/glsl/tests/sampler_types_test.cpp
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101
src/glsl/tests/sampler_types_test.cpp
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@ -0,0 +1,101 @@
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/*
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* Copyright © 2013 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#include <gtest/gtest.h>
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#include "main/compiler.h"
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#include "main/mtypes.h"
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#include "main/macros.h"
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#include "ralloc.h"
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#include "ir.h"
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/**
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* \file sampler_types_test.cpp
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*
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* Test that built-in sampler types have the right properties.
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*/
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#define ARRAY EXPECT_TRUE(type->sampler_array);
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#define NONARRAY EXPECT_FALSE(type->sampler_array);
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#define SHADOW EXPECT_TRUE(type->sampler_shadow);
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#define COLOR EXPECT_FALSE(type->sampler_shadow);
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#define T(TYPE, DIM, DATA_TYPE, ARR, SHAD, COMPS) \
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TEST(sampler_types, TYPE) \
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{ \
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const glsl_type *type = glsl_type::TYPE##_type; \
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EXPECT_EQ(GLSL_TYPE_SAMPLER, type->base_type); \
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EXPECT_EQ(DIM, type->sampler_dimensionality); \
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EXPECT_EQ(DATA_TYPE, type->sampler_type); \
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ARR; \
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SHAD; \
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EXPECT_EQ(COMPS, type->sampler_coordinate_components()); \
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}
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T( sampler1D, GLSL_SAMPLER_DIM_1D, GLSL_TYPE_FLOAT, NONARRAY, COLOR, 1)
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T( sampler2D, GLSL_SAMPLER_DIM_2D, GLSL_TYPE_FLOAT, NONARRAY, COLOR, 2)
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T( sampler3D, GLSL_SAMPLER_DIM_3D, GLSL_TYPE_FLOAT, NONARRAY, COLOR, 3)
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T( samplerCube, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_FLOAT, NONARRAY, COLOR, 3)
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T( sampler1DArray, GLSL_SAMPLER_DIM_1D, GLSL_TYPE_FLOAT, ARRAY, COLOR, 2)
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T( sampler2DArray, GLSL_SAMPLER_DIM_2D, GLSL_TYPE_FLOAT, ARRAY, COLOR, 3)
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T( samplerCubeArray, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_FLOAT, ARRAY, COLOR, 4)
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T( sampler2DRect, GLSL_SAMPLER_DIM_RECT, GLSL_TYPE_FLOAT, NONARRAY, COLOR, 2)
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T( samplerBuffer, GLSL_SAMPLER_DIM_BUF, GLSL_TYPE_FLOAT, NONARRAY, COLOR, 1)
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T( sampler2DMS, GLSL_SAMPLER_DIM_MS, GLSL_TYPE_FLOAT, NONARRAY, COLOR, 2)
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T( sampler2DMSArray, GLSL_SAMPLER_DIM_MS, GLSL_TYPE_FLOAT, ARRAY, COLOR, 3)
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T(isampler1D, GLSL_SAMPLER_DIM_1D, GLSL_TYPE_INT, NONARRAY, COLOR, 1)
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T(isampler2D, GLSL_SAMPLER_DIM_2D, GLSL_TYPE_INT, NONARRAY, COLOR, 2)
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T(isampler3D, GLSL_SAMPLER_DIM_3D, GLSL_TYPE_INT, NONARRAY, COLOR, 3)
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T(isamplerCube, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_INT, NONARRAY, COLOR, 3)
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T(isampler1DArray, GLSL_SAMPLER_DIM_1D, GLSL_TYPE_INT, ARRAY, COLOR, 2)
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T(isampler2DArray, GLSL_SAMPLER_DIM_2D, GLSL_TYPE_INT, ARRAY, COLOR, 3)
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T(isamplerCubeArray, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_INT, ARRAY, COLOR, 4)
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T(isampler2DRect, GLSL_SAMPLER_DIM_RECT, GLSL_TYPE_INT, NONARRAY, COLOR, 2)
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T(isamplerBuffer, GLSL_SAMPLER_DIM_BUF, GLSL_TYPE_INT, NONARRAY, COLOR, 1)
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T(isampler2DMS, GLSL_SAMPLER_DIM_MS, GLSL_TYPE_INT, NONARRAY, COLOR, 2)
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T(isampler2DMSArray, GLSL_SAMPLER_DIM_MS, GLSL_TYPE_INT, ARRAY, COLOR, 3)
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T(usampler1D, GLSL_SAMPLER_DIM_1D, GLSL_TYPE_UINT, NONARRAY, COLOR, 1)
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T(usampler2D, GLSL_SAMPLER_DIM_2D, GLSL_TYPE_UINT, NONARRAY, COLOR, 2)
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T(usampler3D, GLSL_SAMPLER_DIM_3D, GLSL_TYPE_UINT, NONARRAY, COLOR, 3)
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T(usamplerCube, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_UINT, NONARRAY, COLOR, 3)
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T(usampler1DArray, GLSL_SAMPLER_DIM_1D, GLSL_TYPE_UINT, ARRAY, COLOR, 2)
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T(usampler2DArray, GLSL_SAMPLER_DIM_2D, GLSL_TYPE_UINT, ARRAY, COLOR, 3)
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T(usamplerCubeArray, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_UINT, ARRAY, COLOR, 4)
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T(usampler2DRect, GLSL_SAMPLER_DIM_RECT, GLSL_TYPE_UINT, NONARRAY, COLOR, 2)
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T(usamplerBuffer, GLSL_SAMPLER_DIM_BUF, GLSL_TYPE_UINT, NONARRAY, COLOR, 1)
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T(usampler2DMS, GLSL_SAMPLER_DIM_MS, GLSL_TYPE_UINT, NONARRAY, COLOR, 2)
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T(usampler2DMSArray, GLSL_SAMPLER_DIM_MS, GLSL_TYPE_UINT, ARRAY, COLOR, 3)
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T(sampler1DShadow, GLSL_SAMPLER_DIM_1D, GLSL_TYPE_FLOAT, NONARRAY, SHADOW, 1)
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T(sampler2DShadow, GLSL_SAMPLER_DIM_2D, GLSL_TYPE_FLOAT, NONARRAY, SHADOW, 2)
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T(samplerCubeShadow, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_FLOAT, NONARRAY, SHADOW, 3)
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T(sampler1DArrayShadow,
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GLSL_SAMPLER_DIM_1D, GLSL_TYPE_FLOAT, ARRAY, SHADOW, 2)
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T(sampler2DArrayShadow,
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GLSL_SAMPLER_DIM_2D, GLSL_TYPE_FLOAT, ARRAY, SHADOW, 3)
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T(samplerCubeArrayShadow,
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GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_FLOAT, ARRAY, SHADOW, 4)
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T(sampler2DRectShadow,
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GLSL_SAMPLER_DIM_RECT, GLSL_TYPE_FLOAT, NONARRAY, SHADOW, 2)
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T(samplerExternalOES,
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GLSL_SAMPLER_DIM_EXTERNAL, GLSL_TYPE_FLOAT, NONARRAY, COLOR, 2)
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