Message ID | 1435976158-30728-1-git-send-email-t_arceri@yahoo.com.au |
---|---|
State | New |
Headers | show |
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@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@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@lists.freedesktop.org > > http://lists.freedesktop.org/mailman/listinfo/piglit
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); +}