[Piglit] [PATCH] glsl-1.30: Only require gl_MaxTextureUnits >= 2
Ian Romanick
idr at freedesktop.org
Mon Jan 9 12:09:39 PST 2012
From: Ian Romanick <ian.d.romanick at intel.com>
Note that the minimum maximum should is 2, but it is incorrectly
listed as 16. This was fixed in GLSL 1.50 (see page 75 (page 81 of
the PDF)), but the fix was never back ported to 1.30 or 1.40.
Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
---
.../maximums/gl_MaxTextureUnits.shader_test | 6 +++++-
1 files changed, 5 insertions(+), 1 deletions(-)
diff --git a/tests/spec/glsl-1.30/execution/maximums/gl_MaxTextureUnits.shader_test b/tests/spec/glsl-1.30/execution/maximums/gl_MaxTextureUnits.shader_test
index 7cec666..e37b541 100644
--- a/tests/spec/glsl-1.30/execution/maximums/gl_MaxTextureUnits.shader_test
+++ b/tests/spec/glsl-1.30/execution/maximums/gl_MaxTextureUnits.shader_test
@@ -2,6 +2,10 @@
# Tests for GLSL 1.30 minimum maximums for the builtin constants.
#
# See the GLSL 1.30.08 specification, section 7.4, page 67.
+#
+# Note that the limit should have been 2, but it is incorrectly listed as 16.
+# This was fixed in GLSL 1.50 (see page 75 (page 81 of the PDF)), but the fix
+# was never back ported to 1.30 or 1.40.
[require]
GLSL >= 1.30
@@ -17,7 +21,7 @@ void main(void)
#version 130
void main(void)
{
- if (gl_MaxTextureUnits >= 16)
+ if (gl_MaxTextureUnits >= 2)
gl_FragColor = vec4(0, 1, 0, 0);
else
gl_FragColor = vec4(1, 0, 0, 0);
--
1.7.6.4
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