[Piglit] [PATCH 3/4] ext_shader_samples_identical: Verify that every function overload exists
Ian Romanick
idr at freedesktop.org
Wed Nov 18 17:46:28 PST 2015
From: Ian Romanick <ian.d.romanick at intel.com>
Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
---
.../glsl-1.10/compiler/all-functions.frag | 21 +++++++++++++
.../glsl-1.10/compiler/all-functions.vert | 21 +++++++++++++
.../glsl-1.50/compiler/all-functions.frag | 30 +++++++++++++++++++
.../glsl-1.50/compiler/all-functions.geom | 34 ++++++++++++++++++++++
.../glsl-1.50/compiler/all-functions.vert | 32 ++++++++++++++++++++
.../glsl-es-3.10/compiler/all-functions.frag | 31 ++++++++++++++++++++
.../glsl-es-3.10/compiler/all-functions.vert | 32 ++++++++++++++++++++
7 files changed, 201 insertions(+)
create mode 100644 tests/spec/ext_shader_samples_identical/glsl-1.10/compiler/all-functions.frag
create mode 100644 tests/spec/ext_shader_samples_identical/glsl-1.10/compiler/all-functions.vert
create mode 100644 tests/spec/ext_shader_samples_identical/glsl-1.50/compiler/all-functions.frag
create mode 100644 tests/spec/ext_shader_samples_identical/glsl-1.50/compiler/all-functions.geom
create mode 100644 tests/spec/ext_shader_samples_identical/glsl-1.50/compiler/all-functions.vert
create mode 100644 tests/spec/ext_shader_samples_identical/glsl-es-3.10/compiler/all-functions.frag
create mode 100644 tests/spec/ext_shader_samples_identical/glsl-es-3.10/compiler/all-functions.vert
diff --git a/tests/spec/ext_shader_samples_identical/glsl-1.10/compiler/all-functions.frag b/tests/spec/ext_shader_samples_identical/glsl-1.10/compiler/all-functions.frag
new file mode 100644
index 0000000..7b81832
--- /dev/null
+++ b/tests/spec/ext_shader_samples_identical/glsl-1.10/compiler/all-functions.frag
@@ -0,0 +1,21 @@
+// [config]
+// expect_result: pass
+// glsl_version: 1.10
+// require_extensions: GL_ARB_texture_multisample GL_EXT_shader_samples_identical
+// [end config]
+
+#extension GL_ARB_texture_multisample: require
+#extension GL_EXT_shader_samples_identical: require
+
+uniform sampler2DMS s1;
+uniform sampler2DMSArray s4;
+
+void main()
+{
+ const ivec2 p2 = ivec2(10, 10);
+ const ivec3 p3 = ivec3(15, 11, 0);
+
+ gl_FragColor = vec4(float(textureSamplesIdenticalEXT(s1, p2)),
+ float(textureSamplesIdenticalEXT(s4, p3)),
+ 0.0, 1.0);
+}
diff --git a/tests/spec/ext_shader_samples_identical/glsl-1.10/compiler/all-functions.vert b/tests/spec/ext_shader_samples_identical/glsl-1.10/compiler/all-functions.vert
new file mode 100644
index 0000000..739a4df
--- /dev/null
+++ b/tests/spec/ext_shader_samples_identical/glsl-1.10/compiler/all-functions.vert
@@ -0,0 +1,21 @@
+// [config]
+// expect_result: pass
+// glsl_version: 1.10
+// require_extensions: GL_ARB_texture_multisample GL_EXT_shader_samples_identical
+// [end config]
+
+#extension GL_ARB_texture_multisample: require
+#extension GL_EXT_shader_samples_identical: require
+
+uniform sampler2DMS s1;
+uniform sampler2DMSArray s4;
+
+void main()
+{
+ const ivec2 p2 = ivec2(10, 10);
+ const ivec3 p3 = ivec3(15, 11, 0);
+
+ gl_Position = vec4(float(textureSamplesIdenticalEXT(s1, p2)),
+ float(textureSamplesIdenticalEXT(s4, p3)),
+ 0.0, 1.0);
+}
diff --git a/tests/spec/ext_shader_samples_identical/glsl-1.50/compiler/all-functions.frag b/tests/spec/ext_shader_samples_identical/glsl-1.50/compiler/all-functions.frag
new file mode 100644
index 0000000..ede552c
--- /dev/null
+++ b/tests/spec/ext_shader_samples_identical/glsl-1.50/compiler/all-functions.frag
@@ -0,0 +1,30 @@
+// [config]
+// expect_result: pass
+// glsl_version: 1.50
+// require_extensions: GL_EXT_shader_samples_identical
+// [end config]
+
+#version 150
+#extension GL_EXT_shader_samples_identical: require
+
+uniform sampler2DMS s1;
+uniform isampler2DMS s2;
+uniform usampler2DMS s3;
+uniform sampler2DMSArray s4;
+uniform isampler2DMSArray s5;
+uniform usampler2DMSArray s6;
+
+out vec2 data;
+
+void main()
+{
+ const ivec2 p2 = ivec2(10, 10);
+ const ivec3 p3 = ivec3(15, 11, 0);
+
+ data = vec2(float(textureSamplesIdenticalEXT(s1, p2)) +
+ float(textureSamplesIdenticalEXT(s2, p2)) +
+ float(textureSamplesIdenticalEXT(s3, p2)),
+ float(textureSamplesIdenticalEXT(s4, p3)) +
+ float(textureSamplesIdenticalEXT(s5, p3)) +
+ float(textureSamplesIdenticalEXT(s6, p3)));
+}
diff --git a/tests/spec/ext_shader_samples_identical/glsl-1.50/compiler/all-functions.geom b/tests/spec/ext_shader_samples_identical/glsl-1.50/compiler/all-functions.geom
new file mode 100644
index 0000000..8247e1d
--- /dev/null
+++ b/tests/spec/ext_shader_samples_identical/glsl-1.50/compiler/all-functions.geom
@@ -0,0 +1,34 @@
+// [config]
+// expect_result: pass
+// glsl_version: 1.50
+// require_extensions: GL_ARB_texture_multisample GL_EXT_shader_samples_identical
+// [end config]
+
+#version 150
+#extension GL_ARB_texture_multisample: require
+#extension GL_EXT_shader_samples_identical: require
+
+uniform sampler2DMS s1;
+uniform isampler2DMS s2;
+uniform usampler2DMS s3;
+uniform sampler2DMSArray s4;
+uniform isampler2DMSArray s5;
+uniform usampler2DMSArray s6;
+
+flat out ivec2 data;
+
+void main()
+{
+ const ivec2 p2 = ivec2(10, 10);
+ const ivec3 p3 = ivec3(15, 11, 0);
+
+ data = ivec2(int(textureSamplesIdenticalEXT(s1, p2)) +
+ int(textureSamplesIdenticalEXT(s2, p2)) +
+ int(textureSamplesIdenticalEXT(s3, p2)),
+ int(textureSamplesIdenticalEXT(s4, p3)) +
+ int(textureSamplesIdenticalEXT(s5, p3)) +
+ int(textureSamplesIdenticalEXT(s6, p3)));
+
+ gl_Position = vec4(0);
+ EmitVertex();
+}
diff --git a/tests/spec/ext_shader_samples_identical/glsl-1.50/compiler/all-functions.vert b/tests/spec/ext_shader_samples_identical/glsl-1.50/compiler/all-functions.vert
new file mode 100644
index 0000000..9a938a6
--- /dev/null
+++ b/tests/spec/ext_shader_samples_identical/glsl-1.50/compiler/all-functions.vert
@@ -0,0 +1,32 @@
+// [config]
+// expect_result: pass
+// glsl_version: 1.50
+// require_extensions: GL_EXT_shader_samples_identical
+// [end config]
+
+#version 150
+#extension GL_EXT_shader_samples_identical: require
+
+uniform sampler2DMS s1;
+uniform isampler2DMS s2;
+uniform usampler2DMS s3;
+uniform sampler2DMSArray s4;
+uniform isampler2DMSArray s5;
+uniform usampler2DMSArray s6;
+
+flat out ivec2 data;
+
+void main()
+{
+ const ivec2 p2 = ivec2(10, 10);
+ const ivec3 p3 = ivec3(15, 11, 0);
+
+ data = ivec2(int(textureSamplesIdenticalEXT(s1, p2)) +
+ int(textureSamplesIdenticalEXT(s2, p2)) +
+ int(textureSamplesIdenticalEXT(s3, p2)),
+ int(textureSamplesIdenticalEXT(s4, p3)) +
+ int(textureSamplesIdenticalEXT(s5, p3)) +
+ int(textureSamplesIdenticalEXT(s6, p3)));
+
+ gl_Position = vec4(0);
+}
diff --git a/tests/spec/ext_shader_samples_identical/glsl-es-3.10/compiler/all-functions.frag b/tests/spec/ext_shader_samples_identical/glsl-es-3.10/compiler/all-functions.frag
new file mode 100644
index 0000000..c538aaf
--- /dev/null
+++ b/tests/spec/ext_shader_samples_identical/glsl-es-3.10/compiler/all-functions.frag
@@ -0,0 +1,31 @@
+// [config]
+// expect_result: pass
+// glsl_version: 3.10
+// require_extensions: GL_EXT_shader_samples_identical
+// [end config]
+
+#version 310 es
+#extension GL_ARB_texture_multisample: require
+#extension GL_EXT_shader_samples_identical: require
+
+uniform sampler2DMS s1;
+uniform isampler2DMS s2;
+uniform usampler2DMS s3;
+uniform sampler2DMSArray s4;
+uniform isampler2DMSArray s5;
+uniform usampler2DMSArray s6;
+
+out vec2 data;
+
+void main()
+{
+ const ivec2 p2 = ivec2(10, 10);
+ const ivec3 p3 = ivec3(15, 11, 0);
+
+ data = vec2(float(textureSamplesIdenticalEXT(s1, p2)) +
+ float(textureSamplesIdenticalEXT(s2, p2)) +
+ float(textureSamplesIdenticalEXT(s3, p2)),
+ float(textureSamplesIdenticalEXT(s4, p3)) +
+ float(textureSamplesIdenticalEXT(s5, p3)) +
+ float(textureSamplesIdenticalEXT(s6, p3)));
+}
diff --git a/tests/spec/ext_shader_samples_identical/glsl-es-3.10/compiler/all-functions.vert b/tests/spec/ext_shader_samples_identical/glsl-es-3.10/compiler/all-functions.vert
new file mode 100644
index 0000000..cc188ab
--- /dev/null
+++ b/tests/spec/ext_shader_samples_identical/glsl-es-3.10/compiler/all-functions.vert
@@ -0,0 +1,32 @@
+// [config]
+// expect_result: pass
+// glsl_version: 3.10
+// require_extensions: GL_EXT_shader_samples_identical
+// [end config]
+
+#version 310 es
+#extension GL_EXT_shader_samples_identical: require
+
+uniform sampler2DMS s1;
+uniform isampler2DMS s2;
+uniform usampler2DMS s3;
+uniform sampler2DMSArray s4;
+uniform isampler2DMSArray s5;
+uniform usampler2DMSArray s6;
+
+flat out ivec2 data;
+
+void main()
+{
+ const ivec2 p2 = ivec2(10, 10);
+ const ivec3 p3 = ivec3(15, 11, 0);
+
+ data = ivec2(int(textureSamplesIdenticalEXT(s1, p2)) +
+ int(textureSamplesIdenticalEXT(s2, p2)) +
+ int(textureSamplesIdenticalEXT(s3, p2)),
+ int(textureSamplesIdenticalEXT(s4, p3)) +
+ int(textureSamplesIdenticalEXT(s5, p3)) +
+ int(textureSamplesIdenticalEXT(s6, p3)));
+
+ gl_Position = vec4(0);
+}
--
2.1.0
More information about the Piglit
mailing list