[Piglit] [PATCH 1/2] glsl-1.30: test precision qualifier with sampler array

Ilia Mirkin imirkin at alum.mit.edu
Fri Jul 3 19:28:19 PDT 2015


Series is Reviewed-by: Ilia Mirkin <imirkin at alum.mit.edu>

You could also throw a #ifdef GL_ARB_texture_cube_map_array +
samplerCubeArray and samplerCubeArrayShadow into all of these.

On Fri, Jul 3, 2015 at 10:15 PM, Timothy Arceri <t_arceri at yahoo.com.au> wrote:
> Test results:
> Nvidia GeForce 840M - NVIDIA 346.47: pass
> ---
>  .../precision-sampler-array.frag                   | 66 +++++++++++++++++++++
>  .../precision-sampler-array.vert                   | 67 ++++++++++++++++++++++
>  2 files changed, 133 insertions(+)
>  create mode 100644 tests/spec/glsl-1.30/compiler/precision-qualifiers/precision-sampler-array.frag
>  create mode 100644 tests/spec/glsl-1.30/compiler/precision-qualifiers/precision-sampler-array.vert
>
> diff --git a/tests/spec/glsl-1.30/compiler/precision-qualifiers/precision-sampler-array.frag b/tests/spec/glsl-1.30/compiler/precision-qualifiers/precision-sampler-array.frag
> new file mode 100644
> index 0000000..9f8ed32
> --- /dev/null
> +++ b/tests/spec/glsl-1.30/compiler/precision-qualifiers/precision-sampler-array.frag
> @@ -0,0 +1,66 @@
> +// [config]
> +// expect_result: pass
> +// glsl_version: 1.30
> +// check_link: true
> +// [end config]
> +//
> +// From the GLSL ES 3.00 specification, section 4.5.4 ("Default
> +// Precision Qualifiers"):
> +//
> +// "The precision statement
> +//
> +// precision precision-qualifier type;
> +//
> +// can be used to establish a default precision qualifier. The
> +// type field can be int or float or any of the sampler types, and
> +// the precision-qualifier can be lowp, mediump, or highp."
> +//
> +// Section 8 (Built-In Functions) of the GLSL ES 1.00 spec says:
> +
> +// "uniform lowp sampler2D sampler;
> +//  highp vec2 coord;
> +//  ...
> +//  lowp vec4 col = texture2D (sampler, coord);
> +//                                         // texture2D returns lowp"
> +//
> +// Section 4.5 (Precision and Precision Qualifiers) of the GLSL 1.30
> +// spec also says:
> +//
> +// "Precision qualifiers are added for code portability with OpenGL
> +//  ES, not for functionality. They have the same syntax as in OpenGL ES."
> +//
> +// From this, we infer that GLSL 1.30 (and later) should allow precision
> +// qualifiers on sampler types just like float and integer types.
> +//
> +// This test verifies that a precision qualifier can be used on all of
> +// GLSL 1.30's sampler types.
> +
> +#version 130
> +
> +uniform mediump sampler1D s1[2];
> +uniform mediump sampler2D s2[2];
> +uniform mediump sampler3D s3[2];
> +uniform mediump samplerCube s4[2];
> +uniform mediump samplerCubeShadow s5[2];
> +uniform mediump sampler1DShadow s6[2];
> +uniform mediump sampler2DShadow s7[2];
> +uniform mediump sampler1DArray s8[2];
> +uniform mediump sampler2DArray s9[2];
> +uniform mediump sampler1DArrayShadow s10[2];
> +uniform mediump sampler2DArrayShadow s11[2];
> +uniform mediump isampler1D s12[2];
> +uniform mediump isampler2D s13[2];
> +uniform mediump isampler3D s14[2];
> +uniform mediump isamplerCube s15[2];
> +uniform mediump isampler1DArray s16[2];
> +uniform mediump isampler2DArray s17[2];
> +uniform mediump usampler1D s18[2];
> +uniform mediump usampler2D s19[2];
> +uniform mediump usampler3D s20[2];
> +uniform mediump usamplerCube s21[2];
> +uniform mediump usampler1DArray s22[2];
> +uniform mediump usampler2DArray s23[2];
> +
> +void main()
> +{
> +}
> diff --git a/tests/spec/glsl-1.30/compiler/precision-qualifiers/precision-sampler-array.vert b/tests/spec/glsl-1.30/compiler/precision-qualifiers/precision-sampler-array.vert
> new file mode 100644
> index 0000000..7f27f29
> --- /dev/null
> +++ b/tests/spec/glsl-1.30/compiler/precision-qualifiers/precision-sampler-array.vert
> @@ -0,0 +1,67 @@
> +// [config]
> +// expect_result: pass
> +// glsl_version: 1.30
> +// check_link: true
> +// [end config]
> +//
> +// From the GLSL ES 3.00 specification, section 4.5.4 ("Default
> +// Precision Qualifiers"):
> +//
> +// "The precision statement
> +//
> +// precision precision-qualifier type;
> +//
> +// can be used to establish a default precision qualifier. The
> +// type field can be int or float or any of the sampler types, and
> +// the precision-qualifier can be lowp, mediump, or highp."
> +//
> +// Section 8 (Built-In Functions) of the GLSL ES 1.00 spec says:
> +
> +// "uniform lowp sampler2D sampler;
> +//  highp vec2 coord;
> +//  ...
> +//  lowp vec4 col = texture2D (sampler, coord);
> +//                                         // texture2D returns lowp"
> +//
> +// Section 4.5 (Precision and Precision Qualifiers) of the GLSL 1.30
> +// spec also says:
> +//
> +// "Precision qualifiers are added for code portability with OpenGL
> +//  ES, not for functionality. They have the same syntax as in OpenGL ES."
> +//
> +// From this, we infer that GLSL 1.30 (and later) should allow precision
> +// qualifiers on sampler types just like float and integer types.
> +//
> +// This test verifies that a precision qualifier can be used on all of
> +// GLSL 1.30's sampler types.
> +
> +#version 130
> +
> +uniform mediump sampler1D s1[2];
> +uniform mediump sampler2D s2[2];
> +uniform mediump sampler3D s3[2];
> +uniform mediump samplerCube s4[2];
> +uniform mediump samplerCubeShadow s5[2];
> +uniform mediump sampler1DShadow s6[2];
> +uniform mediump sampler2DShadow s7[2];
> +uniform mediump sampler1DArray s8[2];
> +uniform mediump sampler2DArray s9[2];
> +uniform mediump sampler1DArrayShadow s10[2];
> +uniform mediump sampler2DArrayShadow s11[2];
> +uniform mediump isampler1D s12[2];
> +uniform mediump isampler2D s13[2];
> +uniform mediump isampler3D s14[2];
> +uniform mediump isamplerCube s15[2];
> +uniform mediump isampler1DArray s16[2];
> +uniform mediump isampler2DArray s17[2];
> +uniform mediump usampler1D s18[2];
> +uniform mediump usampler2D s19[2];
> +uniform mediump usampler3D s20[2];
> +uniform mediump usamplerCube s21[2];
> +uniform mediump usampler1DArray s22[2];
> +uniform mediump usampler2DArray s23[2];
> +
> +void main()
> +{
> +       gl_Position = vec4(0.0);
> +}
> --
> 2.4.3
>
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