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()
> 

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