[Piglit] [PATCH 1/2] glsl-1.30: test precision qualifier with sampler array
Timothy Arceri
t_arceri at yahoo.com.au
Fri Jul 3 20:42:13 PDT 2015
Thanks for the reviews I've sent a version 2 with your suggestion.
On Fri, 2015-07-03 at 22:28 -0400, Ilia Mirkin wrote:
> 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
> >
> > _______________________________________________
> > Piglit mailing list
> > Piglit at lists.freedesktop.org
> > http://lists.freedesktop.org/mailman/listinfo/piglit
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