Signed-off-by: Ilia Mirkin <imir...@alum.mit.edu>
---
 tests/all.py                                     |   5 +
 tests/spec/arb_texture_view/CMakeLists.gles3.txt |   3 +
 tests/spec/arb_texture_view/rendering-formats.c  | 621 +++++++++++++++++------
 3 files changed, 471 insertions(+), 158 deletions(-)
 create mode 100644 tests/spec/arb_texture_view/CMakeLists.gles3.txt

diff --git a/tests/all.py b/tests/all.py
index bc400e6..4229f2a 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -2590,6 +2590,11 @@ with profile.group_manager(
 
 with profile.group_manager(
         PiglitGLTest,
+        grouptools.join('spec', 'OES_texture_view')) as g:
+    g(['arb_texture_view-rendering-formats_gles3'], 'rendering-formats')
+
+with profile.group_manager(
+        PiglitGLTest,
         grouptools.join('spec', '3DFX_texture_compression_FXT1')) as g:
     g(['compressedteximage', 'GL_COMPRESSED_RGB_FXT1_3DFX'])
     g(['compressedteximage', 'GL_COMPRESSED_RGBA_FXT1_3DFX'])
diff --git a/tests/spec/arb_texture_view/CMakeLists.gles3.txt 
b/tests/spec/arb_texture_view/CMakeLists.gles3.txt
new file mode 100644
index 0000000..c590925
--- /dev/null
+++ b/tests/spec/arb_texture_view/CMakeLists.gles3.txt
@@ -0,0 +1,3 @@
+link_libraries(piglitutil_${piglit_target_api})
+
+piglit_add_executable(arb_texture_view-rendering-formats_gles3 
rendering-formats.c)
diff --git a/tests/spec/arb_texture_view/rendering-formats.c 
b/tests/spec/arb_texture_view/rendering-formats.c
index fe996b8..a5333bb 100644
--- a/tests/spec/arb_texture_view/rendering-formats.c
+++ b/tests/spec/arb_texture_view/rendering-formats.c
@@ -39,228 +39,310 @@ PIGLIT_GL_TEST_CONFIG_BEGIN
        config.window_width = TEX_SIZE,
        config.window_height = TEX_SIZE,
        config.supports_gl_compat_version = 30;
+       config.supports_gl_es_version = 31;
        config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
 
 PIGLIT_GL_TEST_CONFIG_END
 
+#ifdef PIGLIT_USE_OPENGL
+#define GLSL_VERSION "130"
+#else
+#define GLSL_VERSION "310 es"
+#endif
+
 static const char *vs =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "in vec4 piglit_vertex;\n"
        "void main() { \n"
-       "       gl_Position = gl_Vertex;\n"
+       "       gl_Position = piglit_vertex;\n"
        "}\n";
 
 static const char *fs_render_float =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "#endif\n"
        "uniform vec4 v;\n"
-       "out vec4 color;"
+       "out vec4 color;\n"
        "void main() { \n"
        "       color = v;\n"
        "}\n";
 
 static const char *fs_render_uint =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp int;\n"
+       "#endif\n"
        "uniform uvec4 v;\n"
-       "out uvec4 color;"
+       "out uvec4 color;\n"
        "void main() { \n"
        "       color = v;\n"
        "}\n";
 
 static const char *fs_render_sint =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp int;\n"
+       "#endif\n"
        "uniform ivec4 v;\n"
-       "out ivec4 color;"
+       "out ivec4 color;\n"
        "void main() { \n"
        "       color = v;\n"
        "}\n";
 
 static const char *fs128_uint32 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp usampler2D;\n"
+       "#endif\n"
        "uniform usampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == uvec4(\n"
        "               0x3f800000u,\n"
        "               0x3e800000u,\n"
        "               0xbf800000u,\n"
        "               0x00000000u)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs128_sint32 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp isampler2D;\n"
+       "#endif\n"
        "uniform isampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == ivec4(\n"
        "               0x3f800000,\n"
        "               0x3e800000,\n"
        "               0xbf800000,\n"
        "               0x00000000)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs128_float32 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shader_bit_encoding : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (floatBitsToUint(texture(s, vec2(0.0))) == uvec4(\n"
        "               0x3f800000u,\n"
        "               0x3e800000u,\n"
        "               0xbf800000u,\n"
        "               0x00000000u)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs96_uint32 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp usampler2D;\n"
+       "#endif\n"
        "uniform usampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == uvec4(\n"
        "               0x3f800000u,\n"
        "               0x3e800000u,\n"
        "               0xbf800000u,\n"
        "               0x00000001u)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs96_sint32 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp isampler2D;\n"
+       "#endif\n"
        "uniform isampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == ivec4(\n"
        "               0x3f800000,\n"
        "               0x3e800000,\n"
        "               0xbf800000,\n"
        "               0x00000001)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs96_float32 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shader_bit_encoding : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (floatBitsToUint(texture(s, vec2(0.0))) == uvec4(\n"
        "               0x3f800000u,\n"
        "               0x3e800000u,\n"
        "               0xbf800000u,\n"
        "               0x3f800000u)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs64_uint32 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp usampler2D;\n"
+       "#endif\n"
        "uniform usampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == uvec4(\n"
        "               0x3fe0a4b5u,\n"
        "               0x439ac3f7u,\n"
        "               0u,\n"
        "               1u)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs64_sint32 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp isampler2D;\n"
+       "#endif\n"
        "uniform isampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == ivec4(\n"
        "               0x3fe0a4b5,\n"
        "               0x439ac3f7,\n"
        "               0,\n"
        "               1)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs64_float32 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shader_bit_encoding : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (floatBitsToUint(texture(s, vec2(0.0))) == uvec4(\n"
        "               0x3fe0a4b5u,\n"
        "               0x439ac3f7u,\n"
        "               0x00000000u,\n"
        "               0x3f800000u)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs64_float16 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shading_language_packing : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       vec4 t = texture(s, vec2(0.0));\n"
        "       uvec2 h = uvec2(packHalf2x16(t.xy), packHalf2x16(t.zw));\n"
        "       if (h == uvec2(\n"
        "               0x3fe0a4b5u,\n"
        "               0x439ac3f7u)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs64_uint16 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp usampler2D;\n"
+       "#endif\n"
        "uniform usampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == uvec4(\n"
        "               0xa4b5u,\n"
        "               0x3fe0u,\n"
        "               0xc3f7u,\n"
        "               0x439au)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs64_sint16 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shader_bit_encoding : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp isampler2D;\n"
+       "#endif\n"
        "uniform isampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == ivec4(\n"
        "               0xffffa4b5,\n" /* sign-extended */
        "               0x3fe0,\n"
        "               0xffffc3f7,\n"
        "               0x439a)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs64_unorm16 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
                /* correct float -> unorm conversion */
        "       if (uvec4(texture(s, vec2(0.0)) * 65535.0 + 0.5) == uvec4(\n"
@@ -268,16 +350,21 @@ static const char *fs64_unorm16 =
        "               0x3fe0u,\n"
        "               0xc3f7u,\n"
        "               0x439au)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs64_snorm16 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shader_bit_encoding : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       vec4 t = texture(s, vec2(0.0));\n"
                /* correct float -> snorm conversion */
@@ -290,62 +377,82 @@ static const char *fs64_snorm16 =
        "               0x3fe0,\n"
        "               0xffffc3f7,\n"
        "               0x439a)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs48_float16 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shading_language_packing : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       vec4 t = texture(s, vec2(0.0));\n"
        "       uvec2 h = uvec2(packHalf2x16(t.xy), packHalf2x16(t.zw));\n"
        "       if (h == uvec2(\n"
        "               0x3fe0a4b5u,\n"
        "               0x3c00c3f7u)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs48_uint16 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp usampler2D;\n"
+       "#endif\n"
        "uniform usampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == uvec4(\n"
        "               0xa4b5u,\n"
        "               0x3fe0u,\n"
        "               0xc3f7u,\n"
        "               0x0001u)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs48_sint16 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shader_bit_encoding : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp isampler2D;\n"
+       "#endif\n"
        "uniform isampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == ivec4(\n"
        "               0xffffa4b5,\n" /* sign-extended */
        "               0x3fe0,\n"
        "               0xffffc3f7,\n"
        "               0x0001)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs48_unorm16 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
                /* correct float -> unorm conversion */
        "       if (uvec4(texture(s, vec2(0.0)) * 65535.0 + 0.5) == uvec4(\n"
@@ -353,16 +460,21 @@ static const char *fs48_unorm16 =
        "               0x3fe0u,\n"
        "               0xc3f7u,\n"
        "               0xffffu)) {\n" /* 1.0 */
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs48_snorm16 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shader_bit_encoding : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       vec4 t = texture(s, vec2(0.0));\n"
                /* correct float -> snorm conversion */
@@ -375,108 +487,143 @@ static const char *fs48_snorm16 =
        "               0x3fe0,\n"
        "               0xffffc3f7,\n"
        "               0x7fff)) {\n" /* 1.0 */
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs32_uint32 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp usampler2D;\n"
+       "#endif\n"
        "uniform usampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == uvec4(\n"
        "               0x3fe0a4b5u,\n"
        "               0u,\n"
        "               0u,\n"
        "               1u)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs32_sint32 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp isampler2D;\n"
+       "#endif\n"
        "uniform isampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == ivec4(\n"
        "               0x3fe0a4b5,\n"
        "               0,\n"
        "               0,\n"
        "               1)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs32_float32 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shader_bit_encoding : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (floatBitsToUint(texture(s, vec2(0.0))) == uvec4(\n"
        "               0x3fe0a4b5u,\n"
        "               0x00000000u,\n"
        "               0x00000000u,\n"
        "               0x3f800000u)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs32_float16 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shading_language_packing : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       vec4 t = texture(s, vec2(0.0));\n"
        "       uvec2 h = uvec2(packHalf2x16(t.xy), packHalf2x16(t.zw));\n"
        "       if (h == uvec2(\n"
        "               0x3fe0a4b5u,\n"
        "               0x3c000000u)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs32_uint16 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp usampler2D;\n"
+       "#endif\n"
        "uniform usampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == uvec4(\n"
        "               0xa4b5u,\n"
        "               0x3fe0u,\n"
        "               0x0000u,\n"
        "               0x0001u)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs32_sint16 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shader_bit_encoding : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp isampler2D;\n"
+       "#endif\n"
        "uniform isampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == ivec4(\n"
        "               0xffffa4b5,\n" /* sign-extended */
        "               0x3fe0,\n"
        "               0x0000,\n"
        "               0x0001)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs32_unorm16 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
                /* correct float -> unorm conversion */
        "       if (uvec4(texture(s, vec2(0.0)) * 65535.0 + 0.5) == uvec4(\n"
@@ -484,16 +631,21 @@ static const char *fs32_unorm16 =
        "               0x3fe0u,\n"
        "               0x0000u,\n"
        "               0xffffu)) {\n" /* 1.0 */
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs32_snorm16 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shader_bit_encoding : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       vec4 t = texture(s, vec2(0.0));\n"
                /* correct float -> snorm conversion */
@@ -506,46 +658,61 @@ static const char *fs32_snorm16 =
        "               0x3fe0,\n"
        "               0x0000,\n"
        "               0x7fff)) {\n" /* 1.0 */
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs32_uint8 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp usampler2D;\n"
+       "#endif\n"
        "uniform usampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == uvec4(\n"
        "               0xb5u,\n"
        "               0xa4u,\n"
        "               0xe0u,\n"
        "               0x3fu)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs32_sint8 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shader_bit_encoding : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp isampler2D;\n"
+       "#endif\n"
        "uniform isampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == ivec4(\n"
        "               0xffffffb5,\n" /* sign-extended */
        "               0xffffffa4,\n"
        "               0xffffffe0,\n"
        "               0x3f)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs32_unorm8 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
                /* correct float -> unorm conversion */
        "       if (uvec4(texture(s, vec2(0.0)) * 255.0 + 0.5) == uvec4(\n"
@@ -553,16 +720,21 @@ static const char *fs32_unorm8 =
        "               0xa4u,\n"
        "               0xe0u,\n"
        "               0x3fu)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs32_snorm8 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shader_bit_encoding : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       vec4 t = texture(s, vec2(0.0));\n"
                /* correct float -> snorm conversion */
@@ -575,30 +747,40 @@ static const char *fs32_snorm8 =
        "               0xffffffa4,\n"
        "               0xffffffe0,\n"
        "               0x3f)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs32_uint10 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp usampler2D;\n"
+       "#endif\n"
        "uniform usampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == uvec4(\n"
        "               0x0b5u,\n"
        "               0x029u,\n"
        "               0x3feu,\n"
        "               0x000u)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs32_unorm10 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
                /* correct float -> unorm conversion */
        "       if (uvec4(texture(s, vec2(0.0)) * vec4(1023.0, 1023.0, 1023.0, 
3.0) + 0.5) == uvec4(\n"
@@ -606,46 +788,61 @@ static const char *fs32_unorm10 =
        "               0x029u,\n"
        "               0x3feu,\n"
        "               0x000u)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs24_uint8 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp usampler2D;\n"
+       "#endif\n"
        "uniform usampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == uvec4(\n"
        "               0xb5u,\n"
        "               0xa4u,\n"
        "               0xe0u,\n"
        "               0x01u)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs24_sint8 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shader_bit_encoding : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp isampler2D;\n"
+       "#endif\n"
        "uniform isampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == ivec4(\n"
        "               0xffffffb5,\n" /* sign-extended */
        "               0xffffffa4,\n"
        "               0xffffffe0,\n"
        "               0x01)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs24_unorm8 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
                /* correct float -> unorm conversion */
        "       if (uvec4(texture(s, vec2(0.0)) * 255.0 + 0.5) == uvec4(\n"
@@ -653,16 +850,21 @@ static const char *fs24_unorm8 =
        "               0xa4u,\n"
        "               0xe0u,\n"
        "               0xffu)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs24_snorm8 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shader_bit_encoding : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       vec4 t = texture(s, vec2(0.0));\n"
                /* correct float -> snorm conversion */
@@ -675,62 +877,82 @@ static const char *fs24_snorm8 =
        "               0xffffffa4,\n"
        "               0xffffffe0,\n"
        "               0x7f)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs16_float16 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shading_language_packing : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       vec4 t = texture(s, vec2(0.0));\n"
        "       uvec2 h = uvec2(packHalf2x16(t.xy), packHalf2x16(t.zw));\n"
        "       if (h == uvec2(\n"
        "               0x0000a4b5u,\n"
        "               0x3c000000u)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs16_uint16 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp usampler2D;\n"
+       "#endif\n"
        "uniform usampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == uvec4(\n"
        "               0xa4b5u,\n"
        "               0x0000u,\n"
        "               0x0000u,\n"
        "               0x0001u)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs16_sint16 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shader_bit_encoding : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp isampler2D;\n"
+       "#endif\n"
        "uniform isampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == ivec4(\n"
        "               0xffffa4b5,\n" /* sign-extended */
        "               0x0000,\n"
        "               0x0000,\n"
        "               0x0001)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs16_unorm16 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
                /* correct float -> unorm conversion */
        "       if (uvec4(texture(s, vec2(0.0)) * 65535.0 + 0.5) == uvec4(\n"
@@ -738,16 +960,21 @@ static const char *fs16_unorm16 =
        "               0x0000u,\n"
        "               0x0000u,\n"
        "               0xffffu)) {\n" /* 1.0 */
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs16_snorm16 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shader_bit_encoding : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       vec4 t = texture(s, vec2(0.0));\n"
                /* correct float -> snorm conversion */
@@ -760,46 +987,61 @@ static const char *fs16_snorm16 =
        "               0x0000,\n"
        "               0x0000,\n"
        "               0x7fff)) {\n" /* 1.0 */
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs16_uint8 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp usampler2D;\n"
+       "#endif\n"
        "uniform usampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == uvec4(\n"
        "               0xb5u,\n"
        "               0xa4u,\n"
        "               0x00u,\n"
        "               0x01u)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs16_sint8 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shader_bit_encoding : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp isampler2D;\n"
+       "#endif\n"
        "uniform isampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == ivec4(\n"
        "               0xffffffb5,\n" /* sign-extended */
        "               0xffffffa4,\n"
        "               0x00,\n"
        "               0x01)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs16_unorm8 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
                /* correct float -> unorm conversion */
        "       if (uvec4(texture(s, vec2(0.0)) * 255.0 + 0.5) == uvec4(\n"
@@ -807,16 +1049,21 @@ static const char *fs16_unorm8 =
        "               0xa4u,\n"
        "               0x00u,\n"
        "               0xffu)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs16_snorm8 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shader_bit_encoding : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       vec4 t = texture(s, vec2(0.0));\n"
                /* correct float -> snorm conversion */
@@ -829,46 +1076,61 @@ static const char *fs16_snorm8 =
        "               0xffffffa4,\n"
        "               0x00,\n"
        "               0x7f)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs8_uint8 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp usampler2D;\n"
+       "#endif\n"
        "uniform usampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == uvec4(\n"
        "               0xb5u,\n"
        "               0x00u,\n"
        "               0x00u,\n"
        "               0x01u)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs8_sint8 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shader_bit_encoding : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp isampler2D;\n"
+       "#endif\n"
        "uniform isampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       if (texture(s, vec2(0.0)) == ivec4(\n"
        "               0xffffffb5,\n" /* sign-extended */
        "               0x00,\n"
        "               0x00,\n"
        "               0x01)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs8_unorm8 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
                /* correct float -> unorm conversion */
        "       if (uvec4(texture(s, vec2(0.0)) * 255.0 + 0.5) == uvec4(\n"
@@ -876,16 +1138,21 @@ static const char *fs8_unorm8 =
        "               0x00u,\n"
        "               0x00u,\n"
        "               0xffu)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
 static const char *fs8_snorm8 =
-       "#version 130\n"
+       "#version " GLSL_VERSION "\n"
        "#extension GL_ARB_shader_bit_encoding : enable\n"
+       "#ifdef GL_ES\n"
+       "precision highp float;\n"
+       "precision highp sampler2D;\n"
+       "#endif\n"
        "uniform sampler2D s;\n"
+       "out vec4 color;\n"
        "void main() { \n"
        "       vec4 t = texture(s, vec2(0.0));\n"
                /* correct float -> snorm conversion */
@@ -898,9 +1165,9 @@ static const char *fs8_snorm8 =
        "               0x00,\n"
        "               0x00,\n"
        "               0x7f)) {\n"
-       "               gl_FragColor = vec4(0,1,0,0);\n"
+       "               color = vec4(0,1,0,0);\n"
        "       } else {\n"
-       "               gl_FragColor = vec4(1,0,0,0);\n"
+       "               color = vec4(1,0,0,0);\n"
        "       }\n"
        "}\n";
 
@@ -1187,6 +1454,24 @@ render_to_view(const struct format_info *vformat, GLuint 
tex)
        return true;
 }
 
+static bool norm16;
+
+static bool
+format_supported(const struct format_info *vformat)
+{
+       if (norm16)
+               return true;
+       if ((vformat->format == GL_RED ||
+            vformat->format == GL_RG ||
+            vformat->format == GL_RGB ||
+            vformat->format == GL_RGBA) &&
+           (vformat->type == GL_SHORT ||
+            vformat->type == GL_UNSIGNED_SHORT))
+               return false;
+
+       return true;
+}
+
 enum piglit_result
 piglit_display(void)
 {
@@ -1205,6 +1490,9 @@ piglit_display(void)
                        GLuint tex;
                        int j;
 
+                       if (!format_supported(base))
+                               continue;
+
                        tex = create_texture(vclass, base, false);
 
                        for (j = 0; vclass->formats[j].fs; j++) {
@@ -1212,6 +1500,9 @@ piglit_display(void)
                                GLuint view;
                                char test_name[128];
 
+                               if (!format_supported(vformat))
+                                       continue;
+
                                view = create_view(vformat, tex);
 
                                snprintf(test_name, sizeof(test_name),
@@ -1238,11 +1529,17 @@ piglit_display(void)
                        const struct format_info *base = &vclass->formats[i];
                        int j;
 
+                       if (!format_supported(base))
+                               continue;
+
                        for (j = 0; vclass->formats[j].fs; j++) {
                                const struct format_info *vformat = 
&vclass->formats[j];
                                char test_name[128];
                                GLuint tex;
 
+                               if (!format_supported(vformat))
+                                       continue;
+
                                snprintf(test_name, sizeof(test_name),
                                         "render to %s as %s",
                                         
piglit_get_gl_enum_name(base->internalformat),
@@ -1276,16 +1573,24 @@ piglit_init(int argc, char **argv)
 {
        piglit_automatic = true;
 
+#ifdef PIGLIT_USE_OPENGL
        piglit_require_gl_version(30);
        piglit_require_extension("GL_ARB_texture_view");
        piglit_require_extension("GL_ARB_shader_bit_encoding");
        piglit_require_extension("GL_ARB_shading_language_packing");
        piglit_require_extension("GL_ARB_texture_rgb10_a2ui");
+       norm16 = true;
+#else
+       piglit_require_extension("GL_OES_texture_view");
+       norm16 = piglit_is_extension_supported("GL_EXT_texture_norm16");
+#endif
 
        glClearColor(0.2, 0.2, 0.2, 0.2);
 
+#ifdef PIGLIT_USE_OPENGL
        /* Don't clamp SNORM rendering to [0,1]. */
        glClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
+#endif
 
        prog_float = piglit_build_simple_program(vs, fs_render_float);
        loc_float = glGetUniformLocation(prog_float, "v");
-- 
2.7.3

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