[Piglit] [PATCH 4/7] glx_ext_create_context_es2_profile: Verify that indirect-rendering is impossible

Ian Romanick idr at freedesktop.org
Mon Jul 9 08:56:16 PDT 2012


On 07/09/2012 08:54 AM, Chad Versace wrote:
> On 07/04/2012 02:25 PM, Ian Romanick wrote:
>> From: Ian Romanick <ian.d.romanick at intel.com>
>>
>> The spec doesn't forbid indirect rendering with OpenGL ES 2.0. There's no
>> protocol defined, so it seems impossible that this could ever work.
>>
>> NVIDIA's closed-source driver fails this test because an unusable
>> indirect-rendering ES2 context is created.
>>
>> AMD's closed-source driver has not been tested.
>>
>> v2: The test will pass if the indirect-rendering context can actually be
>> used.  For this we require that glGetShaderPrecisionFormat produce a valid
>> result.
>>
>> Signed-off-by: Ian Romanick <ian.d.romanick at intel.com> Cc: James Jones
>> <jajones at nvidia.com> Cc: Chad Versace <chad.versace at linux.intel.com> ---
>> tests/all.tests                                    |    4 +
>> .../spec/glx_arb_create_context/CMakeLists.gl.txt  |    1 +
>> .../glx_arb_create_context/indirect-es2-profile.c  |  115
>> ++++++++++++++++++++ 3 files changed, 120 insertions(+), 0 deletions(-)
>> create mode 100644
>> tests/spec/glx_arb_create_context/indirect-es2-profile.c
>
> The overall test looks good, but...
>
>> +		(*func)(GL_VERTEX_SHADER, GL_MEDIUM_FLOAT, r, &p); +		if (r[0] < 14 ||
>> r[1] < 14 || p < 16) {
>                                                ^^^^^^
> The GLSL ES 1.0 spec states that the minimum required value of p for mediump
> is 10, not 16. 16 is the minimum required for highp.

You are completely correct.  I was trying to borrow from the 
arb_es2_compatibility-getshaderprecisionformat test, and I just did it 
wrong.

> - -Chad


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