Quoting Ilia Mirkin (2017-11-06 11:49:05) > On Mon, Nov 6, 2017 at 2:45 PM, Dylan Baker <dy...@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.ba...@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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