[Piglit] [PATCH] Add interface blocks that make sure unsized arrays are not allowed.

2013-06-08 Thread Kenneth Graunke
This is explicitly forbidden: Geometry shader input blocks [...]. All other input and output block arrays must specify an array size. The vertex and fragment shader tests pass on Mesa. The GS test has not been tested. Cc: Jordan Justen jljus...@gmail.com Signed-off-by: Kenneth Graunke

Re: [Piglit] [PATCH 2/2] Add new tests for GLSL 1.50 #version directives.

2013-06-08 Thread Kenneth Graunke
On 06/07/2013 10:51 PM, Matt Turner wrote: [snip] Both are Reviewed-by: Matt Turner matts...@gmail.com Does glslparsertest test need to know about core/compatibility options for glsl_version? If we want to have compatibility mode tests, then yes. But since we aren't planning on

Re: [Piglit] [PATCH] Add interface blocks that make sure unsized arrays are not allowed.

2013-06-08 Thread Fabian Bieler
On Sat, Jun 8, 2013, at 08:28 AM, Kenneth Graunke wrote: This is explicitly forbidden: Geometry shader input blocks [...]. All other input and output block arrays must specify an array size. The vertex and fragment shader tests pass on Mesa. The GS test has not been tested. Cc: Jordan

[Piglit] Testing against undefined behaviour in asmparsertest/shaders/ARBvp1.0/address-06

2013-06-08 Thread Martin Andersson
The asmparsertest/shaders/ARBvp1.0/address-06.txt tests against constant array index offset too large and expects it to fail. Currently in mesa this does not cause the program to fail and based on my reading of [1] this is the correct behaviour. The test uses relative addressing for which

Re: [Piglit] [PATCH] Add interface blocks that make sure unsized arrays are not allowed.

2013-06-08 Thread Kenneth Graunke
On 06/08/2013 03:21 AM, Fabian Bieler wrote: On Sat, Jun 8, 2013, at 08:28 AM, Kenneth Graunke wrote: This is explicitly forbidden: Geometry shader input blocks [...]. All other input and output block arrays must specify an array size. The vertex and fragment shader tests pass on Mesa. The

[Piglit] [PATCH] Verify that vertex shader attributes are assigned in order starting w/0

2013-06-08 Thread Ian Romanick
From: Ian Romanick ian.d.roman...@intel.com THIS IS NOT REQUIRED BY ANY VERSION OF THE OpenGL SPECIFICATION! However, almost every OpenGL implementation happens to behave this way when there is a single vertex shader compilation unit linked into the program. As a result, some programs