[Piglit] [PATCH 2/5] shader_runner: Add support for checking for max varying components.
Eric Anholt
eric at anholt.net
Mon Jan 5 12:22:43 PST 2015
---
tests/shaders/shader_runner.c | 11 +++++++++++
1 file changed, 11 insertions(+)
diff --git a/tests/shaders/shader_runner.c b/tests/shaders/shader_runner.c
index 4f0bcba..9da6e04 100644
--- a/tests/shaders/shader_runner.c
+++ b/tests/shaders/shader_runner.c
@@ -88,6 +88,7 @@ static struct component_version glsl_version;
static struct component_version glsl_req_version;
static int gl_max_fragment_uniform_components;
static int gl_max_vertex_uniform_components;
+static int gl_max_varying_components;
static int gl_max_clip_planes;
const char *path = NULL;
@@ -567,6 +568,11 @@ process_requirement(const char *line)
&gl_max_vertex_uniform_components,
"vertex uniform components",
},
+ {
+ "GL_MAX_VARYING_COMPONENTS",
+ &gl_max_varying_components,
+ "varying components",
+ },
};
unsigned i;
@@ -2652,14 +2658,19 @@ piglit_init(int argc, char **argv)
&gl_max_fragment_uniform_components);
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS,
&gl_max_vertex_uniform_components);
+ glGetIntegerv(GL_MAX_VARYING_COMPONENTS,
+ &gl_max_varying_components);
glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max_clip_planes);
#else
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS,
&gl_max_fragment_uniform_components);
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS,
&gl_max_vertex_uniform_components);
+ glGetIntegerv(GL_MAX_VARYING_VECTORS,
+ &gl_max_varying_components);
gl_max_fragment_uniform_components *= 4;
gl_max_vertex_uniform_components *= 4;
+ gl_max_varyomg_components *= 4;
gl_max_clip_planes = 0;
#endif
if (argc < 2) {
--
2.1.3
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