[Piglit] [PATCH] arb_arrays_of_arrays: compile test basic types
Martin Peres
martin.peres at linux.intel.com
Mon Mar 30 00:51:01 PDT 2015
On 30/03/15 10:29, Timothy Arceri wrote:
> Test results:
>
> Nvidia GeForce 840M - NVIDIA 346.47: pass
> ---
> This is just /tests/spec/glsl-1.20/compiler/structure-and-array-operations/array-of-any-type.vert
> with an extra dimension added.
Do you have any other test that would cover more than just the grammar?
Maybe you already sent them (possibly a while ago), sorry if this is the
case.
>
> .../compiler/arrays-of-any-type.vert | 44 ++++++++++++++++++++++
> 1 file changed, 44 insertions(+)
> create mode 100644 tests/spec/arb_arrays_of_arrays/compiler/arrays-of-any-type.vert
>
> diff --git a/tests/spec/arb_arrays_of_arrays/compiler/arrays-of-any-type.vert b/tests/spec/arb_arrays_of_arrays/compiler/arrays-of-any-type.vert
> new file mode 100644
> index 0000000..0ce45da
> --- /dev/null
> +++ b/tests/spec/arb_arrays_of_arrays/compiler/arrays-of-any-type.vert
> @@ -0,0 +1,44 @@
> +/* [config]
> + * expect_result: pass
> + * glsl_version: 1.20
> + * [end config]
> + *
> + * From page 19 (page 25 of the PDF) of the GLSL 1.20 spec:
> + *
> + * "All basic types and structures can be formed into arrays."
> + */
> +#version 120
> +#extension GL_ARB_arrays_of_arrays: enable
> +
> +uniform float array01[1][1];
> +uniform int array02[1][1];
> +uniform bool array03[1][1];
> +uniform vec2 array04[1][1];
> +uniform vec3 array05[1][1];
> +uniform vec4 array06[1][1];
> +uniform ivec2 array07[1][1];
> +uniform ivec3 array08[1][1];
> +uniform ivec4 array09[1][1];
> +uniform bvec2 array10[1][1];
> +uniform bvec3 array11[1][1];
> +uniform bvec4 array12[1][1];
> +uniform mat2 array13[1][1];
> +uniform mat2x2 array14[1][1];
> +uniform mat2x3 array15[1][1];
> +uniform mat2x4 array16[1][1];
> +uniform mat3 array17[1][1];
> +uniform mat3x2 array18[1][1];
> +uniform mat3x3 array19[1][1];
> +uniform mat3x4 array20[1][1];
> +uniform mat4 array21[1][1];
> +uniform mat4x2 array22[1][1];
> +uniform mat4x3 array23[1][1];
> +uniform mat4x4 array24[1][1];
> +uniform sampler1D array25[1][1];
> +uniform sampler2D array26[1][1];
> +uniform sampler3D array27[1][1];
> +uniform samplerCube array28[1][1];
> +uniform sampler1DShadow array29[1][1];
> +uniform sampler2DShadow array30[1][1];
> +
> +void main() { gl_Position = vec4(0.0); }
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