On Fri, Oct 4, 2013 at 9:08 PM, Chris Forbes <[email protected]> wrote:
> Ensure that the returned level count is correct in various situations.
>
> Signed-off-by: Chris Forbes <[email protected]>
> ---
>  .../execution/fs-baselevel.shader_test             | 40 +++++++++++++++++++
>  .../execution/fs-maxlevel.shader_test              | 40 +++++++++++++++++++
>  .../execution/fs-miptree.shader_test               | 39 +++++++++++++++++++
>  .../execution/fs-nomips.shader_test                | 39 +++++++++++++++++++
>  .../execution/vs-baselevel.shader_test             | 44 +++++++++++++++++++++
>  .../execution/vs-maxlevel.shader_test              | 45 
> ++++++++++++++++++++++
>  .../execution/vs-miptree.shader_test               | 43 +++++++++++++++++++++
>  .../execution/vs-nomips.shader_test                | 43 +++++++++++++++++++++
>  8 files changed, 333 insertions(+)
>  create mode 100644 
> tests/spec/arb_texture_query_levels/execution/fs-baselevel.shader_test
>  create mode 100644 
> tests/spec/arb_texture_query_levels/execution/fs-maxlevel.shader_test
>  create mode 100644 
> tests/spec/arb_texture_query_levels/execution/fs-miptree.shader_test
>  create mode 100644 
> tests/spec/arb_texture_query_levels/execution/fs-nomips.shader_test
>  create mode 100644 
> tests/spec/arb_texture_query_levels/execution/vs-baselevel.shader_test
>  create mode 100644 
> tests/spec/arb_texture_query_levels/execution/vs-maxlevel.shader_test
>  create mode 100644 
> tests/spec/arb_texture_query_levels/execution/vs-miptree.shader_test
>  create mode 100644 
> tests/spec/arb_texture_query_levels/execution/vs-nomips.shader_test
>
> diff --git 
> a/tests/spec/arb_texture_query_levels/execution/fs-baselevel.shader_test 
> b/tests/spec/arb_texture_query_levels/execution/fs-baselevel.shader_test
> new file mode 100644
> index 0000000..0dfee0c
> --- /dev/null
> +++ b/tests/spec/arb_texture_query_levels/execution/fs-baselevel.shader_test
> @@ -0,0 +1,40 @@
> +[require]
> +GLSL >= 1.30
> +GL_ARB_texture_query_levels
> +
> +[vertex shader]
> +in vec4 vertex;
> +
> +void main() {
> +    gl_Position = vertex;
> +}

Use [vertex shader passthrough] instead?

I guess we don't have any tests for 3D, cube, or shadow textures
because shader runner doesn't support them? I'm kind of iffy about
whether it's worth having execution tests for them too.

Regardless, the series is

Reviewed-by: Matt Turner <[email protected]>
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