Yeah, you mentioned that on IRC... I agree, just haven't gotten around to updating this patch. Probably won't for a week or so.
On Fri, Aug 7, 2015 at 7:22 AM, Marek Olšák <[email protected]> wrote: > It would be nice to keep these tests under names that say they test > out-of-bounds accesses. > > Marek > > On Wed, Jul 29, 2015 at 5:45 PM, Ilia Mirkin <[email protected]> wrote: > > Reading off the end causes out-of-bounds errors on nouveau, and one > > might think that it's somehow barrier-related given the name of these > > tests. If this is a valuable thing to test, there can be a separate test > > for that. > > > > Signed-off-by: Ilia Mirkin <[email protected]> > > --- > > .../spec/arb_tessellation_shader/execution/barrier-patch.shader_test | > 5 ++++- > > tests/spec/arb_tessellation_shader/execution/barrier.shader_test | > 5 ++++- > > 2 files changed, 8 insertions(+), 2 deletions(-) > > > > diff --git > a/tests/spec/arb_tessellation_shader/execution/barrier-patch.shader_test > b/tests/spec/arb_tessellation_shader/execution/barrier-patch.shader_test > > index d34fdc5..313e9d0 100644 > > --- > a/tests/spec/arb_tessellation_shader/execution/barrier-patch.shader_test > > +++ > b/tests/spec/arb_tessellation_shader/execution/barrier-patch.shader_test > > @@ -12,7 +12,10 @@ patch out int val[6]; > > patch out vec4 pcolor; > > > > void main() { > > - gl_out[gl_InvocationID].gl_Position = > gl_in[gl_InvocationID].gl_Position; > > + if (gl_InvocationID < gl_PatchVerticesIn) > > + gl_out[gl_InvocationID].gl_Position = > > + gl_in[gl_InvocationID].gl_Position; > > + > > if (gl_InvocationID < val.length()) > > val[gl_InvocationID] = gl_InvocationID; > > > > diff --git > a/tests/spec/arb_tessellation_shader/execution/barrier.shader_test > b/tests/spec/arb_tessellation_shader/execution/barrier.shader_test > > index 8ac74f0..a505e79 100644 > > --- a/tests/spec/arb_tessellation_shader/execution/barrier.shader_test > > +++ b/tests/spec/arb_tessellation_shader/execution/barrier.shader_test > > @@ -12,7 +12,10 @@ out int val[]; > > patch out vec4 pcolor; > > > > void main() { > > - gl_out[gl_InvocationID].gl_Position = > gl_in[gl_InvocationID].gl_Position; > > + if (gl_InvocationID < gl_PatchVerticesIn) > > + gl_out[gl_InvocationID].gl_Position = > > + gl_in[gl_InvocationID].gl_Position; > > + > > if (gl_InvocationID < val.length()) > > val[gl_InvocationID] = gl_InvocationID; > > > > -- > > 2.3.6 > > > > _______________________________________________ > > Piglit mailing list > > [email protected] > > http://lists.freedesktop.org/mailman/listinfo/piglit >
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