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.
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