[Piglit] [PATCH] arb_gpu_shader_fp64: make fs-modf-double require GLSL 1.50

Tapani Pälli tapani.palli at intel.com
Wed Feb 4 21:49:35 PST 2015



On 02/05/2015 07:47 AM, Tapani Pälli wrote:
>
>
> On 02/05/2015 07:41 AM, Jason Ekstrand wrote:
>> Does fp64 require 1.50?  If not, then it seems as if the requirement of
>> having the gpu_shader_fp64 extension available is sufficient.  Am I
>> missing something?
>
> spec says "OpenGL 3.2 and GLSL 1.50 are required."


which also means :)

Reviewed-by: Tapani Pälli <tapani.palli at intel.com>

>> On Wed, Feb 4, 2015 at 7:34 PM, Ilia Mirkin <imirkin at alum.mit.edu
>> <mailto:imirkin at alum.mit.edu>> wrote:
>>
>>     Mesa only exposes fp64 on core profiles.
>>
>>     Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu
>>     <mailto:imirkin at alum.mit.edu>>
>>     ---
>>       .../built-in-functions/fs-modf-double.shader_test     | 19
>>     +++++++++++++------
>>       1 file changed, 13 insertions(+), 6 deletions(-)
>>
>>     diff --git
>>
>> a/tests/spec/arb_gpu_shader_fp64/execution/built-in-functions/fs-modf-double.shader_test
>>
>>
>> b/tests/spec/arb_gpu_shader_fp64/execution/built-in-functions/fs-modf-double.shader_test
>>
>>     index 79bae06..9618308 100644
>>     ---
>>
>> a/tests/spec/arb_gpu_shader_fp64/execution/built-in-functions/fs-modf-double.shader_test
>>
>>     +++
>>
>> b/tests/spec/arb_gpu_shader_fp64/execution/built-in-functions/fs-modf-double.shader_test
>>
>>     @@ -4,19 +4,19 @@
>>       # returns them correctly.
>>
>>       [require]
>>     -GLSL >= 1.30
>>     +GLSL >= 1.50
>>       GL_ARB_gpu_shader_fp64
>>
>>       [vertex shader]
>>     -#version 130
>>     +in vec4 vertex;
>>       void main()
>>       {
>>     -  gl_Position = gl_Vertex;
>>     +  gl_Position = vertex;
>>       }
>>
>>       [fragment shader]
>>     -#version 130
>>       #extension GL_ARB_gpu_shader_fp64 : enable
>>     +
>>       uniform double value;
>>       uniform double expected1;
>>       uniform double expected2;
>>     @@ -31,17 +31,24 @@ void main()
>>         gl_FragColor = vec4(b1, b2, 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]
>>       uniform double value 2.5
>>       uniform double expected1 2.0
>>       uniform double expected2 0.5
>>       uniform double tolerance 0.0041452078
>>     -draw rect -1 -1 2 2
>>     +draw arrays GL_TRIANGLE_FAN 0 4
>>       probe rgba 0 0 1.0 1.0 0.0 1.0
>>
>>       uniform double value -1.33
>>       uniform double expected1 -1.0
>>       uniform double expected2 -0.33
>>       uniform double tolerance 0.0041452078
>>     -draw rect -1 -1 2 2
>>     +draw arrays GL_TRIANGLE_FAN 0 4
>>       probe rgba 1 0 1.0 1.0 0.0 1.0
>>     --
>>     2.0.5
>>
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>>
>>
>>
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