On 30/03/15 10:29, Timothy Arceri wrote:
Test results:

Nvidia GeForce 840M - NVIDIA 346.47: pass
---
  This is just 
/tests/spec/glsl-1.20/compiler/structure-and-array-operations/array-of-any-type.vert
  with an extra dimension added.

Do you have any other test that would cover more than just the grammar? Maybe you already sent them (possibly a while ago), sorry if this is the case.


  .../compiler/arrays-of-any-type.vert               | 44 ++++++++++++++++++++++
  1 file changed, 44 insertions(+)
  create mode 100644 
tests/spec/arb_arrays_of_arrays/compiler/arrays-of-any-type.vert

diff --git a/tests/spec/arb_arrays_of_arrays/compiler/arrays-of-any-type.vert 
b/tests/spec/arb_arrays_of_arrays/compiler/arrays-of-any-type.vert
new file mode 100644
index 0000000..0ce45da
--- /dev/null
+++ b/tests/spec/arb_arrays_of_arrays/compiler/arrays-of-any-type.vert
@@ -0,0 +1,44 @@
+/* [config]
+ * expect_result: pass
+ * glsl_version: 1.20
+ * [end config]
+ *
+ * From page 19 (page 25 of the PDF) of the GLSL 1.20 spec:
+ *
+ *     "All basic types and structures can be formed into arrays."
+ */
+#version 120
+#extension GL_ARB_arrays_of_arrays: enable
+
+uniform float array01[1][1];
+uniform int array02[1][1];
+uniform bool array03[1][1];
+uniform vec2 array04[1][1];
+uniform vec3 array05[1][1];
+uniform vec4 array06[1][1];
+uniform ivec2 array07[1][1];
+uniform ivec3 array08[1][1];
+uniform ivec4 array09[1][1];
+uniform bvec2 array10[1][1];
+uniform bvec3 array11[1][1];
+uniform bvec4 array12[1][1];
+uniform mat2 array13[1][1];
+uniform mat2x2 array14[1][1];
+uniform mat2x3 array15[1][1];
+uniform mat2x4 array16[1][1];
+uniform mat3 array17[1][1];
+uniform mat3x2 array18[1][1];
+uniform mat3x3 array19[1][1];
+uniform mat3x4 array20[1][1];
+uniform mat4 array21[1][1];
+uniform mat4x2 array22[1][1];
+uniform mat4x3 array23[1][1];
+uniform mat4x4 array24[1][1];
+uniform sampler1D array25[1][1];
+uniform sampler2D array26[1][1];
+uniform sampler3D array27[1][1];
+uniform samplerCube array28[1][1];
+uniform sampler1DShadow array29[1][1];
+uniform sampler2DShadow array30[1][1];
+
+void main() { gl_Position = vec4(0.0); }

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