Quoting Lars Hamre (2016-05-06 13:23:48)
> These test the cases where gl_FragCoord and gl_PointCoord are
> allowed to be declared invariant.
> 
> Signed-off-by: Lars Hamre <[email protected]>
> 
> ---
> 
> NOTE: someone with access will need to commit this after the
>       review process
> 
>  .../linker/glsl-fcoord-invariant-pass.shader_test  | 27 +++++++++++++++++++++
>  .../linker/glsl-pcoord-invariant-pass.shader_test  | 28 
> ++++++++++++++++++++++
>  2 files changed, 55 insertions(+)
>  create mode 100644 
> tests/spec/glsl-es-1.00/linker/glsl-fcoord-invariant-pass.shader_test
>  create mode 100644 
> tests/spec/glsl-es-1.00/linker/glsl-pcoord-invariant-pass.shader_test
> 
> diff --git 
> a/tests/spec/glsl-es-1.00/linker/glsl-fcoord-invariant-pass.shader_test 
> b/tests/spec/glsl-es-1.00/linker/glsl-fcoord-invariant-pass.shader_test
> new file mode 100644
> index 0000000..76348a6
> --- /dev/null
> +++ b/tests/spec/glsl-es-1.00/linker/glsl-fcoord-invariant-pass.shader_test
> @@ -0,0 +1,27 @@
> +#
> +# OpenGL ES 1.00 specification "Invariance and linkage":
> +#
> +#    "For the built-in special variables, gl_FragCoord can
> +#    only be declared invariant if and only if gl_Position is
> +#    declared invariant. Similarly gl_PointCoord can only be
> +#    declared invariant if and only if gl_PointSize is declared
> +#    invariant. It is an error to declare gl_FrontFacing as invariant."
> +#
> +[require]
> +GL ES >= 2.0
> +GLSL ES >= 1.00
> +
> +[vertex shader]
> +invariant gl_Position;
> +void main() {
> +       gl_Position = vec4(0.0);
> +}
> +
> +[fragment shader]
> +invariant gl_FragCoord;
> +void main() {
> +       gl_FragColor = vec4(gl_FragCoord.x);
> +}
> +
> +[test]
> +link success
> diff --git 
> a/tests/spec/glsl-es-1.00/linker/glsl-pcoord-invariant-pass.shader_test 
> b/tests/spec/glsl-es-1.00/linker/glsl-pcoord-invariant-pass.shader_test
> new file mode 100644
> index 0000000..c0e9673
> --- /dev/null
> +++ b/tests/spec/glsl-es-1.00/linker/glsl-pcoord-invariant-pass.shader_test
> @@ -0,0 +1,28 @@
> +#
> +# OpenGL ES 1.00 specification "Invariance and linkage":
> +#
> +#    "For the built-in special variables, gl_FragCoord can
> +#    only be declared invariant if and only if gl_Position is
> +#    declared invariant. Similarly gl_PointCoord can only be
> +#    declared invariant if and only if gl_PointSize is declared
> +#    invariant. It is an error to declare gl_FrontFacing as invariant."
> +#
> +[require]
> +GL ES >= 2.0
> +GLSL ES >= 1.00
> +
> +[vertex shader]
> +invariant gl_PointSize;
> +void main() {
> +       gl_PointSize = 1.0;
> +       gl_Position = vec4(0.0);
> +}
> +
> +[fragment shader]
> +invariant gl_PointCoord;
> +void main() {
> +       gl_FragColor = vec4(gl_PointCoord.x);
> +}
> +
> +[test]
> +link success
> --
> 2.5.5
> 
> _______________________________________________
> Piglit mailing list
> [email protected]
> https://lists.freedesktop.org/mailman/listinfo/piglit

Reviewed-by: Dylan Baker <[email protected]>

I'll go ahead and push this too.

Thanks.

Attachment: signature.asc
Description: signature

_______________________________________________
Piglit mailing list
[email protected]
https://lists.freedesktop.org/mailman/listinfo/piglit

Reply via email to