Reviewed-by: Chris Forbes <[email protected]>
On Sat, Aug 9, 2014 at 1:04 AM, Tapani Pälli <[email protected]> wrote: > Both of these tests are expected to fail as double cannot > be used as vs input or fs output. > > v2: make sure we only fail because of wrong type > > Signed-off-by: Tapani Pälli <[email protected]> > --- > .../preprocessor/fs-output-double.frag | 23 +++++++++++++++++++++ > .../preprocessor/vs-input-double.vert | 24 > ++++++++++++++++++++++ > 2 files changed, 47 insertions(+) > create mode 100644 > tests/spec/arb_gpu_shader_fp64/preprocessor/fs-output-double.frag > create mode 100644 > tests/spec/arb_gpu_shader_fp64/preprocessor/vs-input-double.vert > > diff --git > a/tests/spec/arb_gpu_shader_fp64/preprocessor/fs-output-double.frag > b/tests/spec/arb_gpu_shader_fp64/preprocessor/fs-output-double.frag > new file mode 100644 > index 0000000..111f01c > --- /dev/null > +++ b/tests/spec/arb_gpu_shader_fp64/preprocessor/fs-output-double.frag > @@ -0,0 +1,23 @@ > +// [config] > +// expect_result: fail > +// glsl_version: 1.50 > +// require_extensions: GL_ARB_gpu_shader_fp64 > +// [end config] > +// > +// GL_ARB_gpu_shader_fp64 spec states: > +// > +// "Fragment outputs can only be float, single-precision > +// floating-point vectors, signed or unsigned integers or > +// integer vectors, or arrays of these." > +// > + > +#version 150 > +#extension GL_ARB_gpu_shader_fp64: require > + > +out dvec4 color; > + > +void main() > +{ > + color = dvec4(0.0, 0.0, 0.0, 0.0); > +} > + > diff --git a/tests/spec/arb_gpu_shader_fp64/preprocessor/vs-input-double.vert > b/tests/spec/arb_gpu_shader_fp64/preprocessor/vs-input-double.vert > new file mode 100644 > index 0000000..930248b > --- /dev/null > +++ b/tests/spec/arb_gpu_shader_fp64/preprocessor/vs-input-double.vert > @@ -0,0 +1,24 @@ > +// [config] > +// expect_result: fail > +// glsl_version: 1.50 > +// require_extensions: GL_ARB_gpu_shader_fp64 > +// [end config] > +// > +// GL_ARB_gpu_shader_fp64 spec states: > +// > +// "Vertex shader inputs can only be single-precision > +// floating-point scalars, vectors, or matrices, or signed and > +// unsigned integers and integer vectors. Vertex shader inputs > +// can also form arrays of these types, but not structures." > +// > + > +#version 150 > +#extension GL_ARB_gpu_shader_fp64: require > + > +in dvec4 vertex; > + > +void main() > +{ > + gl_Position = vertex; > +} > + > -- > 1.9.3 > > _______________________________________________ > Piglit mailing list > [email protected] > http://lists.freedesktop.org/mailman/listinfo/piglit _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
