Reviewed-by: Tapani Pälli <[email protected]>

On 08/24/2016 11:58 PM, Ian Romanick wrote:
From: Ian Romanick <[email protected]>

I thought I had this in my previous series, but I cannot find any
trace of it.  Prevents a regression in
tests/spec/glsl-es-3.10/minimum-maximums.txt after
GL_OES_geometry_shader is enabled.  It also fixes
tests/spec/oes_geometry_shader/minimum-maximums.txt

v2: Add extension enables to the passthrough shader too.

Signed-off-by: Ian Romanick <[email protected]>
---
 tests/shaders/built-in-constants.c | 15 ++++++++++++++-
 1 file changed, 14 insertions(+), 1 deletion(-)

diff --git a/tests/shaders/built-in-constants.c 
b/tests/shaders/built-in-constants.c
index 41d0a99..5791c7c 100644
--- a/tests/shaders/built-in-constants.c
+++ b/tests/shaders/built-in-constants.c
@@ -462,6 +462,17 @@ piglit_init(int argc, char **argv)
        } else if (glsl_version < required_glsl_version)
                piglit_report_result(PIGLIT_SKIP);

+       /* Geometry shaders must use the #extension directive in GLSL ES
+        * before version 3.20.
+        */
+       if (es_shader && required_glsl_version < 320 &&
+           piglit_is_extension_supported("GL_OES_geometry_shader")) {
+               assert(num_required_extensions < 
ARRAY_SIZE(required_extensions));
+               required_extensions[num_required_extensions] =
+                       strdup("GL_OES_geometry_shader");
+               num_required_extensions++;
+       }
+
        /* Tessellation shaders must use the #extension directive. */
        const char *const tess_ext_name = es_shader
                ? "GL_OES_tessellation_shader"
@@ -522,10 +533,12 @@ piglit_init(int argc, char **argv)

        (void)!asprintf(&passthrough_version_string,
                 "#version %s\n"
+                "%s"
                 "#ifdef GL_ES\n"
                 "precision mediump float;\n"
                 "#endif\n",
-                required_glsl_version_string);
+                required_glsl_version_string,
+                extension_enables);


        /* Create the shaders that will be used for the real part of the test.

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