Initial test always used glGetTexImage into client memory for the various
texture targets. Add case of reading into PBO in addition to client memory.
---
tests/texturing/getteximage-targets.c | 334 --
1 file changed, 242 insertions(+), 92 deletions(-)
diff --gi
GL_RGB32F is available only when texture_buffer_object_rgb32 is supported.
As the test covers different topic simply replace the format with one
that is supported by both core and compat profile and does not require
any extensions.
Cc: Jacob Penner
Signed-off-by: Emil Velikov
---
.../spec/gl-3.
Checks if calling glUniformMatrix?x?fvNV set correct values
to the matrix uniform.
Verifies that calling the wrong glUniformMatrix?x?fvNV function for each
uniform generates GL_INVALID_OPERATION.
---
tests/all.py | 1 +
.../nv_non_square_matrices/CMakeLists
I am attaching below missing patch 5 to update gl2ext.h header.
It was too big and exceeded mailing list limits, that's why I put it
as external link
http://pastebin.com/raw.php?i=mxQGCWtK
But we can wait for Anholt patches to land first, if it is more
convenient for you.
On 27.02.2014 15:02, R
Add two tests:
Test reading from a constant array of structs.
Test reading from a constant array of structs with an array member.
This test provokes failed assertions in st/mesa: glsl_to_tgsi.
Signed-off-by: Fabian Bieler
---
.../fs-const-array-of-struct-of-array.shader_test | 37 +
Test a geometry shader that emits more vertices than allowed per
max_vertices layout.
>From the OpenGL 3.2 (Core Profile) spec (section 2.12.4, page 86):
"If a single invocation of a geometry shader emits more vertices than
this [max_vertices] value, the emitted vertices may have no effect."
Thi
Test primitive assembly after geometry shader execution using
transform feedback. The test can use all valid geometry shader
output primitive types.
The geometry shader writes zero to two identical primitives (set via
command line). For each primitive it emits 0 to 12 vertices (set via
command lin
Consider 8 triangles on the screen like so:
+-+-+
|/|/|
+-+-+
|/|/|
+-+-+
Draw the left 4 triangles front-facing, the right 4 triangles back-facing.
Flip the top 4 triangles in the geometry shader (swap the first and last
vertex). In the fragment shader write different colors
In this test the geometry shader emits two flat shaded triangles and only
writes the color for the provoking vertex.
In this case the undefined values should be ignored and thus should
not affect the fragment stage.
Signed-off-by: Fabian Bieler
---
.../geometry/undefined-ignored-color.shader_te