[Piglit] [PATCH] arb_texture_view: start converting for GL_OES_texture_view friendliness
Ilia Mirkin
imirkin at alum.mit.edu
Sat Sep 17 23:38:13 UTC 2016
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
---
tests/all.py | 5 +
tests/spec/arb_texture_view/CMakeLists.gles3.txt | 3 +
tests/spec/arb_texture_view/rendering-formats.c | 621 +++++++++++++++++------
3 files changed, 471 insertions(+), 158 deletions(-)
create mode 100644 tests/spec/arb_texture_view/CMakeLists.gles3.txt
diff --git a/tests/all.py b/tests/all.py
index bc400e6..4229f2a 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -2590,6 +2590,11 @@ with profile.group_manager(
with profile.group_manager(
PiglitGLTest,
+ grouptools.join('spec', 'OES_texture_view')) as g:
+ g(['arb_texture_view-rendering-formats_gles3'], 'rendering-formats')
+
+with profile.group_manager(
+ PiglitGLTest,
grouptools.join('spec', '3DFX_texture_compression_FXT1')) as g:
g(['compressedteximage', 'GL_COMPRESSED_RGB_FXT1_3DFX'])
g(['compressedteximage', 'GL_COMPRESSED_RGBA_FXT1_3DFX'])
diff --git a/tests/spec/arb_texture_view/CMakeLists.gles3.txt b/tests/spec/arb_texture_view/CMakeLists.gles3.txt
new file mode 100644
index 0000000..c590925
--- /dev/null
+++ b/tests/spec/arb_texture_view/CMakeLists.gles3.txt
@@ -0,0 +1,3 @@
+link_libraries(piglitutil_${piglit_target_api})
+
+piglit_add_executable(arb_texture_view-rendering-formats_gles3 rendering-formats.c)
diff --git a/tests/spec/arb_texture_view/rendering-formats.c b/tests/spec/arb_texture_view/rendering-formats.c
index fe996b8..a5333bb 100644
--- a/tests/spec/arb_texture_view/rendering-formats.c
+++ b/tests/spec/arb_texture_view/rendering-formats.c
@@ -39,228 +39,310 @@ PIGLIT_GL_TEST_CONFIG_BEGIN
config.window_width = TEX_SIZE,
config.window_height = TEX_SIZE,
config.supports_gl_compat_version = 30;
+ config.supports_gl_es_version = 31;
config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
PIGLIT_GL_TEST_CONFIG_END
+#ifdef PIGLIT_USE_OPENGL
+#define GLSL_VERSION "130"
+#else
+#define GLSL_VERSION "310 es"
+#endif
+
static const char *vs =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "in vec4 piglit_vertex;\n"
"void main() { \n"
- " gl_Position = gl_Vertex;\n"
+ " gl_Position = piglit_vertex;\n"
"}\n";
static const char *fs_render_float =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
"uniform vec4 v;\n"
- "out vec4 color;"
+ "out vec4 color;\n"
"void main() { \n"
" color = v;\n"
"}\n";
static const char *fs_render_uint =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp int;\n"
+ "#endif\n"
"uniform uvec4 v;\n"
- "out uvec4 color;"
+ "out uvec4 color;\n"
"void main() { \n"
" color = v;\n"
"}\n";
static const char *fs_render_sint =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp int;\n"
+ "#endif\n"
"uniform ivec4 v;\n"
- "out ivec4 color;"
+ "out ivec4 color;\n"
"void main() { \n"
" color = v;\n"
"}\n";
static const char *fs128_uint32 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp usampler2D;\n"
+ "#endif\n"
"uniform usampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == uvec4(\n"
" 0x3f800000u,\n"
" 0x3e800000u,\n"
" 0xbf800000u,\n"
" 0x00000000u)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs128_sint32 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp isampler2D;\n"
+ "#endif\n"
"uniform isampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == ivec4(\n"
" 0x3f800000,\n"
" 0x3e800000,\n"
" 0xbf800000,\n"
" 0x00000000)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs128_float32 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shader_bit_encoding : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (floatBitsToUint(texture(s, vec2(0.0))) == uvec4(\n"
" 0x3f800000u,\n"
" 0x3e800000u,\n"
" 0xbf800000u,\n"
" 0x00000000u)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs96_uint32 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp usampler2D;\n"
+ "#endif\n"
"uniform usampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == uvec4(\n"
" 0x3f800000u,\n"
" 0x3e800000u,\n"
" 0xbf800000u,\n"
" 0x00000001u)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs96_sint32 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp isampler2D;\n"
+ "#endif\n"
"uniform isampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == ivec4(\n"
" 0x3f800000,\n"
" 0x3e800000,\n"
" 0xbf800000,\n"
" 0x00000001)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs96_float32 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shader_bit_encoding : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (floatBitsToUint(texture(s, vec2(0.0))) == uvec4(\n"
" 0x3f800000u,\n"
" 0x3e800000u,\n"
" 0xbf800000u,\n"
" 0x3f800000u)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs64_uint32 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp usampler2D;\n"
+ "#endif\n"
"uniform usampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == uvec4(\n"
" 0x3fe0a4b5u,\n"
" 0x439ac3f7u,\n"
" 0u,\n"
" 1u)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs64_sint32 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp isampler2D;\n"
+ "#endif\n"
"uniform isampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == ivec4(\n"
" 0x3fe0a4b5,\n"
" 0x439ac3f7,\n"
" 0,\n"
" 1)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs64_float32 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shader_bit_encoding : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (floatBitsToUint(texture(s, vec2(0.0))) == uvec4(\n"
" 0x3fe0a4b5u,\n"
" 0x439ac3f7u,\n"
" 0x00000000u,\n"
" 0x3f800000u)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs64_float16 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shading_language_packing : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" vec4 t = texture(s, vec2(0.0));\n"
" uvec2 h = uvec2(packHalf2x16(t.xy), packHalf2x16(t.zw));\n"
" if (h == uvec2(\n"
" 0x3fe0a4b5u,\n"
" 0x439ac3f7u)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs64_uint16 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp usampler2D;\n"
+ "#endif\n"
"uniform usampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == uvec4(\n"
" 0xa4b5u,\n"
" 0x3fe0u,\n"
" 0xc3f7u,\n"
" 0x439au)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs64_sint16 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shader_bit_encoding : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp isampler2D;\n"
+ "#endif\n"
"uniform isampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == ivec4(\n"
" 0xffffa4b5,\n" /* sign-extended */
" 0x3fe0,\n"
" 0xffffc3f7,\n"
" 0x439a)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs64_unorm16 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
/* correct float -> unorm conversion */
" if (uvec4(texture(s, vec2(0.0)) * 65535.0 + 0.5) == uvec4(\n"
@@ -268,16 +350,21 @@ static const char *fs64_unorm16 =
" 0x3fe0u,\n"
" 0xc3f7u,\n"
" 0x439au)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs64_snorm16 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shader_bit_encoding : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" vec4 t = texture(s, vec2(0.0));\n"
/* correct float -> snorm conversion */
@@ -290,62 +377,82 @@ static const char *fs64_snorm16 =
" 0x3fe0,\n"
" 0xffffc3f7,\n"
" 0x439a)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs48_float16 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shading_language_packing : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" vec4 t = texture(s, vec2(0.0));\n"
" uvec2 h = uvec2(packHalf2x16(t.xy), packHalf2x16(t.zw));\n"
" if (h == uvec2(\n"
" 0x3fe0a4b5u,\n"
" 0x3c00c3f7u)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs48_uint16 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp usampler2D;\n"
+ "#endif\n"
"uniform usampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == uvec4(\n"
" 0xa4b5u,\n"
" 0x3fe0u,\n"
" 0xc3f7u,\n"
" 0x0001u)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs48_sint16 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shader_bit_encoding : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp isampler2D;\n"
+ "#endif\n"
"uniform isampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == ivec4(\n"
" 0xffffa4b5,\n" /* sign-extended */
" 0x3fe0,\n"
" 0xffffc3f7,\n"
" 0x0001)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs48_unorm16 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
/* correct float -> unorm conversion */
" if (uvec4(texture(s, vec2(0.0)) * 65535.0 + 0.5) == uvec4(\n"
@@ -353,16 +460,21 @@ static const char *fs48_unorm16 =
" 0x3fe0u,\n"
" 0xc3f7u,\n"
" 0xffffu)) {\n" /* 1.0 */
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs48_snorm16 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shader_bit_encoding : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" vec4 t = texture(s, vec2(0.0));\n"
/* correct float -> snorm conversion */
@@ -375,108 +487,143 @@ static const char *fs48_snorm16 =
" 0x3fe0,\n"
" 0xffffc3f7,\n"
" 0x7fff)) {\n" /* 1.0 */
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs32_uint32 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp usampler2D;\n"
+ "#endif\n"
"uniform usampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == uvec4(\n"
" 0x3fe0a4b5u,\n"
" 0u,\n"
" 0u,\n"
" 1u)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs32_sint32 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp isampler2D;\n"
+ "#endif\n"
"uniform isampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == ivec4(\n"
" 0x3fe0a4b5,\n"
" 0,\n"
" 0,\n"
" 1)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs32_float32 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shader_bit_encoding : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (floatBitsToUint(texture(s, vec2(0.0))) == uvec4(\n"
" 0x3fe0a4b5u,\n"
" 0x00000000u,\n"
" 0x00000000u,\n"
" 0x3f800000u)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs32_float16 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shading_language_packing : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" vec4 t = texture(s, vec2(0.0));\n"
" uvec2 h = uvec2(packHalf2x16(t.xy), packHalf2x16(t.zw));\n"
" if (h == uvec2(\n"
" 0x3fe0a4b5u,\n"
" 0x3c000000u)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs32_uint16 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp usampler2D;\n"
+ "#endif\n"
"uniform usampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == uvec4(\n"
" 0xa4b5u,\n"
" 0x3fe0u,\n"
" 0x0000u,\n"
" 0x0001u)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs32_sint16 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shader_bit_encoding : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp isampler2D;\n"
+ "#endif\n"
"uniform isampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == ivec4(\n"
" 0xffffa4b5,\n" /* sign-extended */
" 0x3fe0,\n"
" 0x0000,\n"
" 0x0001)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs32_unorm16 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
/* correct float -> unorm conversion */
" if (uvec4(texture(s, vec2(0.0)) * 65535.0 + 0.5) == uvec4(\n"
@@ -484,16 +631,21 @@ static const char *fs32_unorm16 =
" 0x3fe0u,\n"
" 0x0000u,\n"
" 0xffffu)) {\n" /* 1.0 */
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs32_snorm16 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shader_bit_encoding : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" vec4 t = texture(s, vec2(0.0));\n"
/* correct float -> snorm conversion */
@@ -506,46 +658,61 @@ static const char *fs32_snorm16 =
" 0x3fe0,\n"
" 0x0000,\n"
" 0x7fff)) {\n" /* 1.0 */
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs32_uint8 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp usampler2D;\n"
+ "#endif\n"
"uniform usampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == uvec4(\n"
" 0xb5u,\n"
" 0xa4u,\n"
" 0xe0u,\n"
" 0x3fu)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs32_sint8 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shader_bit_encoding : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp isampler2D;\n"
+ "#endif\n"
"uniform isampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == ivec4(\n"
" 0xffffffb5,\n" /* sign-extended */
" 0xffffffa4,\n"
" 0xffffffe0,\n"
" 0x3f)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs32_unorm8 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
/* correct float -> unorm conversion */
" if (uvec4(texture(s, vec2(0.0)) * 255.0 + 0.5) == uvec4(\n"
@@ -553,16 +720,21 @@ static const char *fs32_unorm8 =
" 0xa4u,\n"
" 0xe0u,\n"
" 0x3fu)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs32_snorm8 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shader_bit_encoding : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" vec4 t = texture(s, vec2(0.0));\n"
/* correct float -> snorm conversion */
@@ -575,30 +747,40 @@ static const char *fs32_snorm8 =
" 0xffffffa4,\n"
" 0xffffffe0,\n"
" 0x3f)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs32_uint10 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp usampler2D;\n"
+ "#endif\n"
"uniform usampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == uvec4(\n"
" 0x0b5u,\n"
" 0x029u,\n"
" 0x3feu,\n"
" 0x000u)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs32_unorm10 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
/* correct float -> unorm conversion */
" if (uvec4(texture(s, vec2(0.0)) * vec4(1023.0, 1023.0, 1023.0, 3.0) + 0.5) == uvec4(\n"
@@ -606,46 +788,61 @@ static const char *fs32_unorm10 =
" 0x029u,\n"
" 0x3feu,\n"
" 0x000u)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs24_uint8 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp usampler2D;\n"
+ "#endif\n"
"uniform usampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == uvec4(\n"
" 0xb5u,\n"
" 0xa4u,\n"
" 0xe0u,\n"
" 0x01u)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs24_sint8 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shader_bit_encoding : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp isampler2D;\n"
+ "#endif\n"
"uniform isampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == ivec4(\n"
" 0xffffffb5,\n" /* sign-extended */
" 0xffffffa4,\n"
" 0xffffffe0,\n"
" 0x01)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs24_unorm8 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
/* correct float -> unorm conversion */
" if (uvec4(texture(s, vec2(0.0)) * 255.0 + 0.5) == uvec4(\n"
@@ -653,16 +850,21 @@ static const char *fs24_unorm8 =
" 0xa4u,\n"
" 0xe0u,\n"
" 0xffu)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs24_snorm8 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shader_bit_encoding : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" vec4 t = texture(s, vec2(0.0));\n"
/* correct float -> snorm conversion */
@@ -675,62 +877,82 @@ static const char *fs24_snorm8 =
" 0xffffffa4,\n"
" 0xffffffe0,\n"
" 0x7f)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs16_float16 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shading_language_packing : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" vec4 t = texture(s, vec2(0.0));\n"
" uvec2 h = uvec2(packHalf2x16(t.xy), packHalf2x16(t.zw));\n"
" if (h == uvec2(\n"
" 0x0000a4b5u,\n"
" 0x3c000000u)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs16_uint16 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp usampler2D;\n"
+ "#endif\n"
"uniform usampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == uvec4(\n"
" 0xa4b5u,\n"
" 0x0000u,\n"
" 0x0000u,\n"
" 0x0001u)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs16_sint16 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shader_bit_encoding : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp isampler2D;\n"
+ "#endif\n"
"uniform isampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == ivec4(\n"
" 0xffffa4b5,\n" /* sign-extended */
" 0x0000,\n"
" 0x0000,\n"
" 0x0001)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs16_unorm16 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
/* correct float -> unorm conversion */
" if (uvec4(texture(s, vec2(0.0)) * 65535.0 + 0.5) == uvec4(\n"
@@ -738,16 +960,21 @@ static const char *fs16_unorm16 =
" 0x0000u,\n"
" 0x0000u,\n"
" 0xffffu)) {\n" /* 1.0 */
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs16_snorm16 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shader_bit_encoding : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" vec4 t = texture(s, vec2(0.0));\n"
/* correct float -> snorm conversion */
@@ -760,46 +987,61 @@ static const char *fs16_snorm16 =
" 0x0000,\n"
" 0x0000,\n"
" 0x7fff)) {\n" /* 1.0 */
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs16_uint8 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp usampler2D;\n"
+ "#endif\n"
"uniform usampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == uvec4(\n"
" 0xb5u,\n"
" 0xa4u,\n"
" 0x00u,\n"
" 0x01u)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs16_sint8 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shader_bit_encoding : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp isampler2D;\n"
+ "#endif\n"
"uniform isampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == ivec4(\n"
" 0xffffffb5,\n" /* sign-extended */
" 0xffffffa4,\n"
" 0x00,\n"
" 0x01)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs16_unorm8 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
/* correct float -> unorm conversion */
" if (uvec4(texture(s, vec2(0.0)) * 255.0 + 0.5) == uvec4(\n"
@@ -807,16 +1049,21 @@ static const char *fs16_unorm8 =
" 0xa4u,\n"
" 0x00u,\n"
" 0xffu)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs16_snorm8 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shader_bit_encoding : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" vec4 t = texture(s, vec2(0.0));\n"
/* correct float -> snorm conversion */
@@ -829,46 +1076,61 @@ static const char *fs16_snorm8 =
" 0xffffffa4,\n"
" 0x00,\n"
" 0x7f)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs8_uint8 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp usampler2D;\n"
+ "#endif\n"
"uniform usampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == uvec4(\n"
" 0xb5u,\n"
" 0x00u,\n"
" 0x00u,\n"
" 0x01u)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs8_sint8 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shader_bit_encoding : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp isampler2D;\n"
+ "#endif\n"
"uniform isampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" if (texture(s, vec2(0.0)) == ivec4(\n"
" 0xffffffb5,\n" /* sign-extended */
" 0x00,\n"
" 0x00,\n"
" 0x01)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs8_unorm8 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
/* correct float -> unorm conversion */
" if (uvec4(texture(s, vec2(0.0)) * 255.0 + 0.5) == uvec4(\n"
@@ -876,16 +1138,21 @@ static const char *fs8_unorm8 =
" 0x00u,\n"
" 0x00u,\n"
" 0xffu)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
static const char *fs8_snorm8 =
- "#version 130\n"
+ "#version " GLSL_VERSION "\n"
"#extension GL_ARB_shader_bit_encoding : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "precision highp sampler2D;\n"
+ "#endif\n"
"uniform sampler2D s;\n"
+ "out vec4 color;\n"
"void main() { \n"
" vec4 t = texture(s, vec2(0.0));\n"
/* correct float -> snorm conversion */
@@ -898,9 +1165,9 @@ static const char *fs8_snorm8 =
" 0x00,\n"
" 0x00,\n"
" 0x7f)) {\n"
- " gl_FragColor = vec4(0,1,0,0);\n"
+ " color = vec4(0,1,0,0);\n"
" } else {\n"
- " gl_FragColor = vec4(1,0,0,0);\n"
+ " color = vec4(1,0,0,0);\n"
" }\n"
"}\n";
@@ -1187,6 +1454,24 @@ render_to_view(const struct format_info *vformat, GLuint tex)
return true;
}
+static bool norm16;
+
+static bool
+format_supported(const struct format_info *vformat)
+{
+ if (norm16)
+ return true;
+ if ((vformat->format == GL_RED ||
+ vformat->format == GL_RG ||
+ vformat->format == GL_RGB ||
+ vformat->format == GL_RGBA) &&
+ (vformat->type == GL_SHORT ||
+ vformat->type == GL_UNSIGNED_SHORT))
+ return false;
+
+ return true;
+}
+
enum piglit_result
piglit_display(void)
{
@@ -1205,6 +1490,9 @@ piglit_display(void)
GLuint tex;
int j;
+ if (!format_supported(base))
+ continue;
+
tex = create_texture(vclass, base, false);
for (j = 0; vclass->formats[j].fs; j++) {
@@ -1212,6 +1500,9 @@ piglit_display(void)
GLuint view;
char test_name[128];
+ if (!format_supported(vformat))
+ continue;
+
view = create_view(vformat, tex);
snprintf(test_name, sizeof(test_name),
@@ -1238,11 +1529,17 @@ piglit_display(void)
const struct format_info *base = &vclass->formats[i];
int j;
+ if (!format_supported(base))
+ continue;
+
for (j = 0; vclass->formats[j].fs; j++) {
const struct format_info *vformat = &vclass->formats[j];
char test_name[128];
GLuint tex;
+ if (!format_supported(vformat))
+ continue;
+
snprintf(test_name, sizeof(test_name),
"render to %s as %s",
piglit_get_gl_enum_name(base->internalformat),
@@ -1276,16 +1573,24 @@ piglit_init(int argc, char **argv)
{
piglit_automatic = true;
+#ifdef PIGLIT_USE_OPENGL
piglit_require_gl_version(30);
piglit_require_extension("GL_ARB_texture_view");
piglit_require_extension("GL_ARB_shader_bit_encoding");
piglit_require_extension("GL_ARB_shading_language_packing");
piglit_require_extension("GL_ARB_texture_rgb10_a2ui");
+ norm16 = true;
+#else
+ piglit_require_extension("GL_OES_texture_view");
+ norm16 = piglit_is_extension_supported("GL_EXT_texture_norm16");
+#endif
glClearColor(0.2, 0.2, 0.2, 0.2);
+#ifdef PIGLIT_USE_OPENGL
/* Don't clamp SNORM rendering to [0,1]. */
glClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
+#endif
prog_float = piglit_build_simple_program(vs, fs_render_float);
loc_float = glGetUniformLocation(prog_float, "v");
--
2.7.3
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