[1/2] glsl-1.30: test precision qualifier with sampler array

Message ID 1435976158-30728-1-git-send-email-t_arceri@yahoo.com.au
State New
Headers show

Commit Message

'Timothy Arceri' via Patchwork Forward July 4, 2015, 2:15 a.m.
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

Comments

'Timothy Arceri' via Patchwork Forward July 4, 2015, 3:42 a.m. | #1
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

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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);
+}