[Piglit] [PATCH] Add tests for GLSL ES 1.00 mismatched uniform precision
Dylan Baker
dylan at pnwbakers.com
Mon Nov 6 19:52:41 UTC 2017
Quoting Ilia Mirkin (2017-11-06 11:49:05)
> On Mon, Nov 6, 2017 at 2:45 PM, Dylan Baker <dylan at pnwbakers.com> wrote:
> > For ES 1.00 a number of real world android apps depend on uniforms with
> > mismatched precision linking as long as those uniforms are used in 1 or
> > 0 shader stages. This patch adds a test for both the 0 or 1 test that is
> > expected to pass (bug currently fails), and a test for the > 1 case that
> > is expected to fail (and does).
> >
> > Because GLSL ES 3.00 is more specific (declared uniforms precision must
> > match) this also adds similar tests for ES 3.00 that test for failure in
> > both cases.
> >
> > bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97532
> > Signed-off-by: Dylan Baker <dylanx.c.baker at intel.com>
> > ---
> > ...mismatched-uniform-percision-unused.shader_test | 50 +++++++++++++++++++++
> > ...l-mismatched-uniform-percision-used.shader_test | 50 +++++++++++++++++++++
> > ...mismatched-uniform-percision-unused.shader_test | 52 ++++++++++++++++++++++
> > ...l-mismatched-uniform-percision-used.shader_test | 52 ++++++++++++++++++++++
> > 4 files changed, 204 insertions(+)
> > create mode 100644 tests/spec/glsl-es-1.00/linker/glsl-mismatched-uniform-percision-unused.shader_test
> > create mode 100644 tests/spec/glsl-es-1.00/linker/glsl-mismatched-uniform-percision-used.shader_test
> > create mode 100644 tests/spec/glsl-es-3.00/linker/glsl-mismatched-uniform-percision-unused.shader_test
> > create mode 100644 tests/spec/glsl-es-3.00/linker/glsl-mismatched-uniform-percision-used.shader_test
> >
> > diff --git a/tests/spec/glsl-es-3.00/linker/glsl-mismatched-uniform-percision-unused.shader_test b/tests/spec/glsl-es-3.00/linker/glsl-mismatched-uniform-percision-unused.shader_test
> > new file mode 100644
> > index 000000000..2440e50d8
> > --- /dev/null
> > +++ b/tests/spec/glsl-es-3.00/linker/glsl-mismatched-uniform-percision-unused.shader_test
> > @@ -0,0 +1,52 @@
> > +# Copyright © 2017 Intel Corporation
> > +
> > +# Permission is hereby granted, free of charge, to any person obtaining a copy
> > +# of this software and associated documentation files (the "Software"), to deal
> > +# in the Software without restriction, including without limitation the rights
> > +# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
> > +# copies of the Software, and to permit persons to whom the Software is
> > +# furnished to do so, subject to the following conditions:
> > +
> > +# The above copyright notice and this permission notice shall be included in
> > +# all copies or substantial portions of the Software.
> > +
> > +# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
> > +# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
> > +# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
> > +# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
> > +# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
> > +# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
> > +# SOFTWARE.
> > +
> > +# Test for https://bugs.freedesktop.org/show_bug.cgi?id=97532
> > +#
> > +# for GLSL ES 1.00 a number of apps depend on having different precision in
> > +# uniforms in different shader stages, but this is only valid uniforms that are
> > +# used in one shader or are unused. ES 3.0 is much more specific that declared
> > +# uniforms must match, so this should fail.
> > +
> > +[require]
> > +GL ES >= 3.0
> > +GLSL ES >= 3.00
> > +
> > +[vertex shader]
> > +precision highp float;
> > +uniform float f;
> > +uniform mat4 M;
> > +
> > +void main(void) {
> > + gl_Position = vec4(1.0);
> > +}
> > +
> > +[fragment shader]
> > +precision mediump float;
> > +uniform float f;
> > +uniform mat4 M;
> > +out vec4 fragcolor;
> > +
> > +void main(void) {
> > + fragcolor = vec4(f);
> > +}
> > +
> > +[test]
> > +link error
>
> This test should pass, when written as-is. I think you meant to add
> "#version 300 es" at the top? Or is this really meant to be based on
> the context? If so, can't you get a ES 3.0 context when requesting an
> ES 2.0 one?
>
> -ilia
I thought that shader_runner added the appropriate #version based on the
[require] section, is that incorrect?
Dylan
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