compiler_render_tests: Add anonymous block test
Also sprinkle in some sparse bindings, although not used in test
by default.
diff --git a/tests/compiler_render_tests.cpp b/tests/compiler_render_tests.cpp
index 2e763eb..e390235 100644
--- a/tests/compiler_render_tests.cpp
+++ b/tests/compiler_render_tests.cpp
@@ -1059,12 +1059,15 @@
// assert (slots == bufferCount); // update as needed
XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( bufferCount * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
- for (int i = 0; i < bufferCount; ++i) {
+ for (int i = 0; i < bufferCount - 1; ++i) {
// Note: These are all constant buffers
slotInfo[i].shaderEntityIndex = i;
slotInfo[i].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
}
+ slotInfo[bufferCount - 1].shaderEntityIndex = 18;
+ slotInfo[bufferCount - 1].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
+
ps_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
ps_stage.shader.descriptorSetMapping[0].descriptorCount = bufferCount;
@@ -1261,15 +1264,20 @@
// Assign the slots, note that only t0 and s0 will work as of writing this test
XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( psSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
int slotIndex = 0;
- for (int i = 0; i < textureCount; ++i) {
+ for (int i = 0; i < textureCount - 1; ++i) {
slotInfo[slotIndex].shaderEntityIndex = i;
slotInfo[slotIndex++].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
}
- for (int i = 0; i < samplerCount; ++i) {
+ slotInfo[slotIndex].shaderEntityIndex = 12;
+ slotInfo[slotIndex++].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
+ for (int i = 0; i < samplerCount - 1; ++i) {
slotInfo[slotIndex].shaderEntityIndex = i;
slotInfo[slotIndex++].slotObjectType = XGL_SLOT_SHADER_SAMPLER;
}
+ slotInfo[slotIndex].shaderEntityIndex = 12;
+ slotInfo[slotIndex++].slotObjectType = XGL_SLOT_SHADER_SAMPLER;
+
vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vs_stage.pNext = XGL_NULL_HANDLE;
vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
@@ -1915,7 +1923,7 @@
"layout (location = 0) in vec4 samplePos;\n"
"layout (binding = 0) uniform sampler2D surface0;\n"
"layout (binding = 1) uniform sampler2D surface1;\n"
- "layout (binding = 2) uniform sampler2D surface2;\n"
+ "layout (binding = 12) uniform sampler2D surface2;\n"
"void main() {\n"
" gl_FragColor = textureLod(surface2, samplePos.xy, 0.0);\n"
"}\n";
@@ -1992,7 +2000,7 @@
"layout (std140, binding = 0) uniform redVal { vec4 color; } myRedVal\n;"
"layout (std140, binding = 1) uniform greenVal { vec4 color; } myGreenVal\n;"
"layout (std140, binding = 2) uniform blueVal { vec4 color; } myBlueVal\n;"
- "layout (std140, binding = 3) uniform whiteVal { vec4 color; } myWhiteVal\n;"
+ "layout (std140, binding = 18) uniform whiteVal { vec4 color; } myWhiteVal\n;"
"void main() {\n"
" gl_FragColor = myBlueVal.color;\n"
" gl_FragColor += myRedVal.color;\n"
@@ -2002,6 +2010,43 @@
DrawTriangleFSUniformBlockBinding(vertShaderText, fragShaderText);
}
+TEST_F(XglRenderTest, TriangleFSAnonymousUniformBlockBinding)
+{
+ // This test is the same as TriangleFSUniformBlockBinding, but
+ // it does not provide an instance name.
+ // The expected result from this test is a purple triangle
+
+ static const char *vertShaderText =
+ "#version 140\n"
+ "#extension GL_ARB_separate_shader_objects : enable\n"
+ "#extension GL_ARB_shading_language_420pack : enable\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_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
+ "}\n";
+
+ static const char *fragShaderText =
+ "#version 430\n"
+ "#extension GL_ARB_separate_shader_objects : enable\n"
+ "#extension GL_ARB_shading_language_420pack : enable\n"
+ "layout (location = 0) uniform vec4 foo;\n"
+ "layout (location = 1) uniform vec4 bar;\n"
+ "layout (std140, binding = 0) uniform redVal { vec4 red; };"
+ "layout (std140, binding = 1) uniform greenVal { vec4 green; };"
+ "layout (std140, binding = 2) uniform blueVal { vec4 blue; };"
+ "layout (std140, binding = 18) uniform whiteVal { vec4 white; };"
+ "void main() {\n"
+ " gl_FragColor = blue;\n"
+ " gl_FragColor += red;\n"
+ "}\n";
+
+ XglTestFramework::m_use_bil = true;
+ DrawTriangleFSUniformBlockBinding(vertShaderText, fragShaderText);
+}
+
int main(int argc, char **argv) {
int result;