On 10/04/2013 10:04 PM, Matt Turner wrote: > 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?
+1 > 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. I think I'd rather see a geometry shader test than tests for other sampler types. > Regardless, the series is > > Reviewed-by: Matt Turner <[email protected]> > _______________________________________________ > Piglit mailing list > [email protected] > http://lists.freedesktop.org/mailman/listinfo/piglit _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
