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

Chris Forbes chrisf at ijw.co.nz
Fri Aug 8 17:27:57 PDT 2014


Reviewed-by: Chris Forbes <chrisf at ijw.co.nz>

On Sat, Aug 9, 2014 at 1:04 AM, Tapani Pälli <tapani.palli at intel.com> wrote:
> 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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