On Mon, Nov 6, 2017 at 2:52 PM, Dylan Baker <[email protected]> wrote: > Quoting Ilia Mirkin (2017-11-06 11:49:05) >> On Mon, Nov 6, 2017 at 2:45 PM, Dylan Baker <[email protected]> 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 <[email protected]> >> > --- >> > ...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?
Oh. It might. That sounds familiar. _______________________________________________ Piglit mailing list [email protected] https://lists.freedesktop.org/mailman/listinfo/piglit
