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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