[Piglit] [PATCH 5/5] arb_texture_query_levels: add execution tests
Matt Turner
mattst88 at gmail.com
Sat Oct 5 07:04:04 CEST 2013
On Fri, Oct 4, 2013 at 9:08 PM, Chris Forbes <chrisf at ijw.co.nz> wrote:
> Ensure that the returned level count is correct in various situations.
>
> Signed-off-by: Chris Forbes <chrisf at ijw.co.nz>
> ---
> .../execution/fs-baselevel.shader_test | 40 +++++++++++++++++++
> .../execution/fs-maxlevel.shader_test | 40 +++++++++++++++++++
> .../execution/fs-miptree.shader_test | 39 +++++++++++++++++++
> .../execution/fs-nomips.shader_test | 39 +++++++++++++++++++
> .../execution/vs-baselevel.shader_test | 44 +++++++++++++++++++++
> .../execution/vs-maxlevel.shader_test | 45 ++++++++++++++++++++++
> .../execution/vs-miptree.shader_test | 43 +++++++++++++++++++++
> .../execution/vs-nomips.shader_test | 43 +++++++++++++++++++++
> 8 files changed, 333 insertions(+)
> create mode 100644 tests/spec/arb_texture_query_levels/execution/fs-baselevel.shader_test
> create mode 100644 tests/spec/arb_texture_query_levels/execution/fs-maxlevel.shader_test
> create mode 100644 tests/spec/arb_texture_query_levels/execution/fs-miptree.shader_test
> create mode 100644 tests/spec/arb_texture_query_levels/execution/fs-nomips.shader_test
> create mode 100644 tests/spec/arb_texture_query_levels/execution/vs-baselevel.shader_test
> create mode 100644 tests/spec/arb_texture_query_levels/execution/vs-maxlevel.shader_test
> create mode 100644 tests/spec/arb_texture_query_levels/execution/vs-miptree.shader_test
> create mode 100644 tests/spec/arb_texture_query_levels/execution/vs-nomips.shader_test
>
> diff --git a/tests/spec/arb_texture_query_levels/execution/fs-baselevel.shader_test b/tests/spec/arb_texture_query_levels/execution/fs-baselevel.shader_test
> new file mode 100644
> index 0000000..0dfee0c
> --- /dev/null
> +++ b/tests/spec/arb_texture_query_levels/execution/fs-baselevel.shader_test
> @@ -0,0 +1,40 @@
> +[require]
> +GLSL >= 1.30
> +GL_ARB_texture_query_levels
> +
> +[vertex shader]
> +in vec4 vertex;
> +
> +void main() {
> + gl_Position = vertex;
> +}
Use [vertex shader passthrough] instead?
I guess we don't have any tests for 3D, cube, or shadow textures
because shader runner doesn't support them? I'm kind of iffy about
whether it's worth having execution tests for them too.
Regardless, the series is
Reviewed-by: Matt Turner <mattst88 at gmail.com>
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