[Piglit] [PATCH 03/11] arb_shading_language_420pack: Add vec.length() test.
Matt Turner
mattst88 at gmail.com
Fri May 24 18:28:00 PDT 2013
---
.../execution/length-vector.shader_test | 54 ++++++++++++++++++++++
1 file changed, 54 insertions(+)
create mode 100644 tests/spec/arb_shading_language_420pack/execution/length-vector.shader_test
diff --git a/tests/spec/arb_shading_language_420pack/execution/length-vector.shader_test b/tests/spec/arb_shading_language_420pack/execution/length-vector.shader_test
new file mode 100644
index 0000000..0e9e231
--- /dev/null
+++ b/tests/spec/arb_shading_language_420pack/execution/length-vector.shader_test
@@ -0,0 +1,54 @@
+/* The ARB_shading_language_420pack says:
+ *
+ * "The *length* method may be applied to vectors (but not scalars). The
+ * result is the number of components in the vector. For example,
+ *
+ * vec3 v;
+ * const int L = v.length();
+ *
+ * sets the constant L to 3. The type returned by .length() on a vector is
+ * *int*."
+ *
+ * Verify that vec.length() returns the number of elements and that the type is
+ * int.
+ */
+
+[require]
+GLSL >= 1.30
+GL_ARB_shading_language_420pack
+
+[vertex shader]
+attribute vec4 vertex;
+
+void main()
+{
+ gl_Position = vertex;
+}
+
+[fragment shader]
+#extension GL_ARB_shading_language_420pack: enable
+
+void main() {
+ vec2 v2;
+ vec3 v3;
+ vec4 v4;
+
+ gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
+
+ if (v2.length() != 2 ||
+ v3.length() != 3 ||
+ v4.length() != 4) {
+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ }
+}
+
+[vertex data]
+vertex/float/2
+-1.0 -1.0
+ 1.0 -1.0
+ 1.0 1.0
+-1.0 1.0
+
+[test]
+draw arrays GL_TRIANGLE_FAN 0 4
+probe all rgba 0.0 1.0 0.0 1.0
--
1.8.1.5
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