[Piglit] [PATCH v2] arb_gpu_shader_fp64: add vs input and fs output tests

Tapani Pälli tapani.palli at intel.com
Fri Aug 8 06:04:38 PDT 2014


Both of these tests are expected to fail as double cannot
be used as vs input or fs output.

v2: make sure we only fail because of wrong type

Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
---
 .../preprocessor/fs-output-double.frag             | 23 +++++++++++++++++++++
 .../preprocessor/vs-input-double.vert              | 24 ++++++++++++++++++++++
 2 files changed, 47 insertions(+)
 create mode 100644 tests/spec/arb_gpu_shader_fp64/preprocessor/fs-output-double.frag
 create mode 100644 tests/spec/arb_gpu_shader_fp64/preprocessor/vs-input-double.vert

diff --git a/tests/spec/arb_gpu_shader_fp64/preprocessor/fs-output-double.frag b/tests/spec/arb_gpu_shader_fp64/preprocessor/fs-output-double.frag
new file mode 100644
index 0000000..111f01c
--- /dev/null
+++ b/tests/spec/arb_gpu_shader_fp64/preprocessor/fs-output-double.frag
@@ -0,0 +1,23 @@
+// [config]
+// expect_result: fail
+// glsl_version: 1.50
+// require_extensions: GL_ARB_gpu_shader_fp64
+// [end config]
+//
+// GL_ARB_gpu_shader_fp64 spec states:
+//
+//     "Fragment outputs can only be float, single-precision
+//      floating-point vectors, signed or unsigned integers or
+//      integer vectors, or arrays of these."
+//
+
+#version 150
+#extension GL_ARB_gpu_shader_fp64: require
+
+out dvec4 color;
+
+void main()
+{
+   color = dvec4(0.0, 0.0, 0.0, 0.0);
+}
+
diff --git a/tests/spec/arb_gpu_shader_fp64/preprocessor/vs-input-double.vert b/tests/spec/arb_gpu_shader_fp64/preprocessor/vs-input-double.vert
new file mode 100644
index 0000000..930248b
--- /dev/null
+++ b/tests/spec/arb_gpu_shader_fp64/preprocessor/vs-input-double.vert
@@ -0,0 +1,24 @@
+// [config]
+// expect_result: fail
+// glsl_version: 1.50
+// require_extensions: GL_ARB_gpu_shader_fp64
+// [end config]
+//
+// GL_ARB_gpu_shader_fp64 spec states:
+//
+//     "Vertex shader inputs can only be single-precision
+//      floating-point scalars, vectors, or matrices, or signed and
+//      unsigned integers and integer vectors.  Vertex shader inputs
+//      can also form arrays of these types, but not structures."
+//
+
+#version 150
+#extension GL_ARB_gpu_shader_fp64: require
+
+in dvec4 vertex;
+
+void main()
+{
+   gl_Position = vertex;
+}
+
-- 
1.9.3



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