[Piglit] [PATCH] glsl: test for sampling using same unit but different uniform

Tapani Pälli tapani.palli at intel.com
Wed Oct 15 04:36:43 PDT 2014


Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
---
 ...fs-texture-uniforms-share-same-unit.shader_test | 24 ++++++++++++++++++++++
 1 file changed, 24 insertions(+)
 create mode 100644 tests/shaders/glsl-fs-texture-uniforms-share-same-unit.shader_test

diff --git a/tests/shaders/glsl-fs-texture-uniforms-share-same-unit.shader_test b/tests/shaders/glsl-fs-texture-uniforms-share-same-unit.shader_test
new file mode 100644
index 0000000..4808577
--- /dev/null
+++ b/tests/shaders/glsl-fs-texture-uniforms-share-same-unit.shader_test
@@ -0,0 +1,24 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader passthrough]
+
+[fragment shader]
+
+uniform sampler2D tex0;
+uniform sampler2D tex1;
+
+void main()
+{
+	// 2 samples using same unit but different uniform
+	vec4 a = texture2D(tex0, vec2(0.0, 0.0));
+	vec4 b = texture2D(tex1, vec2(0.0, 0.5));
+	gl_FragColor = mix(a, b, 0.5);
+}
+
+[test]
+uniform int tex0 0
+uniform int tex1 0
+texture rgbw 0 (8, 8)
+draw rect -1 -1 2 2
+relative probe rgb (0.25, 0.25) (0.5, 0.0, 0.5)
-- 
1.9.3



More information about the Piglit mailing list