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.
>
> v2: Use 'proble all rgb' and make vs-inout-index-inout-mat2-col use u=1
> like the other tests.  Both items were suggested by Eric Anholt.  I use
> 'probe all rgb' because the tests actually write 0 for alpha, but
> shader_runner doesn't always get an RGBA visual (so alpha will be 0 or
> 1).  Also, add two simpler tests vs-out-vec4 and vs-inout-vec4.  This
> currently pass, but a patch series I have in progress had broken them.

Other than the note that shader_runner does actually always get an RGBA
visual,

Reviewed-by: Eric Anholt <[email protected]>

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