On Monday, November 6, 2017 11:45:33 AM PST Dylan Baker 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
Bugzilla: > 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 > ++++++++++++++++++++++ filenames have a typo, should be 'precision' not 'percision' > 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-1.00/linker/glsl-mismatched-uniform-percision-unused.shader_test > > b/tests/spec/glsl-es-1.00/linker/glsl-mismatched-uniform-percision-unused.shader_test > new file mode 100644 > index 000000000..7efca4d79 > --- /dev/null > +++ > b/tests/spec/glsl-es-1.00/linker/glsl-mismatched-uniform-percision-unused.shader_test > @@ -0,0 +1,50 @@ > +# 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. > + > +[require] > +GL ES >= 2.0 > +GLSL ES >= 1.00 > + > +[vertex shader] > +precision highp float; > +uniform float f; > +uniform mat4 M; Please delete 'mat4 M' from these tests - it isn't used at all. With that dropped, and the filename typos fixed, Reviewed-by: Kenneth Graunke <kenn...@whitecape.org>
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