On 01/26/2015 08:30 AM, Brian Paul wrote: > To avoid a compile failure on NVIDIA. The mix function parameter is > hiding the built-in mix() function. The point of this test is not > to exercise compile-time name resolution.
Is NVIDIA's behavior correct? We should add a test to check for the correct behavior (whichever way that is). Either way, this change is Reviewed-by: <[email protected]> > --- > tests/shaders/glsl-fs-functions-samplers.shader_test | 4 ++-- > 1 file changed, 2 insertions(+), 2 deletions(-) > > diff --git a/tests/shaders/glsl-fs-functions-samplers.shader_test > b/tests/shaders/glsl-fs-functions-samplers.shader_test > index 2273bdd..c4fd69a 100644 > --- a/tests/shaders/glsl-fs-functions-samplers.shader_test > +++ b/tests/shaders/glsl-fs-functions-samplers.shader_test > @@ -18,9 +18,9 @@ varying vec2 tc2; > uniform sampler2D tex1; > uniform sampler2D tex2; > > -vec4 blend_textures(sampler2D t1, vec2 tc1, sampler2D t2, vec2 tc2, float > mix) > +vec4 blend_textures(sampler2D t1, vec2 tc1, sampler2D t2, vec2 tc2, float > mixFactor) > { > - return mix(texture2D(t1, tc1), texture2D(t2, tc2), mix); > + return mix(texture2D(t1, tc1), texture2D(t2, tc2), mixFactor); > } > > void main() > _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
