Add ClipDistance and TextureTriangleCD tests.

This commit is contained in:
GregF 2014-11-06 14:53:03 -07:00 committed by Courtney Goeltzenleuchter
parent fbf8e47883
commit 221cc847c5

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@ -1855,6 +1855,49 @@ TEST_F(XglRenderTest, TexturedTriangle)
DrawTexturedTriangle(vertShaderText, fragShaderText);
}
TEST_F(XglRenderTest, TexturedTriangleCD)
{
// The expected result from this test is a red and green checkered triangle
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) out vec2 samplePos;\n"
//"out gl_PerVertex {\n"
//" vec4 gl_Position;\n"
//" float gl_ClipDistance[1];\n"
//"};\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" vec2 positions[3];"
" positions[0] = vec2( 0.0, 0.0);\n"
" positions[1] = vec2( 1.0, 0.0);\n"
" positions[2] = vec2( 1.0, 1.0);\n"
//" gl_ClipDistance[0] = 0.0;\n"
" samplePos = positions[gl_VertexID % 3];\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec2 samplePos;\n"
"layout (binding = 0) uniform sampler2D surface;\n"
"layout (location=0) out vec4 outColor;\n"
"void main() {\n"
//" vec4 texColor = textureLod(surface, samplePos, 0.0 + gl_ClipDistance[0]);\n"
" vec4 texColor = textureLod(surface, samplePos, 0.0);\n"
" outColor = texColor;\n"
"}\n";
XglTestFramework::m_use_bil = true;
DrawTexturedTriangle(vertShaderText, fragShaderText);
}
TEST_F(XglRenderTest, VSTexture)
{
// The expected result from this test is a green and red triangle;
@ -2050,6 +2093,45 @@ TEST_F(XglRenderTest, TriangleFSAnonymousUniformBlockBinding)
DrawTriangleFSUniformBlockBinding(vertShaderText, fragShaderText);
}
TEST_F(XglRenderTest, ClipDistance)
{
// This should render a green triange. It doesn't do anything with user clip planes yet.
static const char *vertShaderText =
"#version 330 core\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"out gl_PerVertex {\n"
" vec4 gl_Position;\n"
" float gl_ClipDistance[1];\n"
"};\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" gl_ClipDistance[0] = 1.0;\n"
" //gl_ClipDistance[1] = 0.0;\n"
" //gl_ClipDistance[2] = 0.0;\n"
" //gl_ClipDistance[3] = 0.0;\n"
" //gl_ClipDistance[4] = 0.0;\n"
" //gl_ClipDistance[5] = 0.0;\n"
" //gl_ClipDistance[6] = 0.0;\n"
" //gl_ClipDistance[7] = 0.0;\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"void main() {\n"
" gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
"}\n";
XglTestFramework::m_use_bil = false;
DrawTriangleTest(vertShaderText, fragShaderText);
}
int main(int argc, char **argv) {
int result;