On 03/25/2013 09:04 AM, Eric Anholt wrote:
Ian Romanick <[email protected]> writes:
From: Ian Romanick <[email protected]>
There are several variations of
void foo(inout int i, inout float f);
...
foo(i, f[i]);
that Mesa's GLSL compiler gets wrong. NVIDIA's closed-source driver
(version 304.64) fails vs-inout-index-inout-mat2-col.shader_test and
vs-inout-index-inout-mat2-row.shader_test, but passes the others.
diff --git
a/tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-col.shader_test
b/tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-col.shader_test
new file mode 100644
index 0000000..ed01ab6
--- /dev/null
+++
b/tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-col.shader_test
@@ -0,0 +1,34 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int u = 0;
I think you mean "u = 1" like the rest of the tests.
That was actually intentional, but I could change it. In this test the
index selects the column of the matrix as m[i][1]. When I build the
output (below), I expect m[0].y to be 1, and all the other fields to be 0.
+varying vec4 color;
+
+void func(inout int i, inout float f)
+{
+ i = 0;
+ f = 1.;
+}
+
+void main()
+{
+ mat2 m = mat2(0.);
+ int i = u;
+
+ func(i, m[i][1]);
+ color = vec4(m[0].x, m[0].y, m[1].x, m[1].y);
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = color;
+}
+
+[test]
+draw rect -1 -1 2 2
+relative probe rgb (.5, .5) (0., 1., 0.)
I'd rather see "probe all rgba" in these tests, since failing tests in
many cases on our hardware will intermittently fail a single pixel probe
even though they would consistently fail a probe all.
Yeah, that's a good call. I'll make that change.
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