Series is still:

Reviewed-by: Ilia Mirkin <imir...@alum.mit.edu>

On Fri, Jul 3, 2015 at 11:40 PM, Timothy Arceri <t_arc...@yahoo.com.au> wrote:
> V2: Add ifdef to test cube map array samplers
>
> Test results:
> Nvidia GeForce 840M - NVIDIA 346.47: pass
> ---
>  .../compiler/precision-qualifier-sampler.frag      | 74 +++++++++++++++++++++
>  .../compiler/precision-qualifier-sampler.vert      | 75 
> ++++++++++++++++++++++
>  2 files changed, 149 insertions(+)
>  create mode 100644 
> tests/spec/arb_arrays_of_arrays/compiler/precision-qualifier-sampler.frag
>  create mode 100644 
> tests/spec/arb_arrays_of_arrays/compiler/precision-qualifier-sampler.vert
>
> diff --git 
> a/tests/spec/arb_arrays_of_arrays/compiler/precision-qualifier-sampler.frag 
> b/tests/spec/arb_arrays_of_arrays/compiler/precision-qualifier-sampler.frag
> new file mode 100644
> index 0000000..0f5449f
> --- /dev/null
> +++ 
> b/tests/spec/arb_arrays_of_arrays/compiler/precision-qualifier-sampler.frag
> @@ -0,0 +1,74 @@
> +// [config]
> +// expect_result: pass
> +// glsl_version: 1.30
> +// require_extensions: GL_ARB_arrays_of_arrays
> +// check_link: true
> +// [end config]
> +//
> +// From the GLSL ES 3.00 specification, section 4.5.4 ("Default
> +// Precision Qualifiers"):
> +//
> +// "The precision statement
> +//
> +// precision precision-qualifier type;
> +//
> +// can be used to establish a default precision qualifier. The
> +// type field can be int or float or any of the sampler types, and
> +// the precision-qualifier can be lowp, mediump, or highp."
> +//
> +// Section 8 (Built-In Functions) of the GLSL ES 1.00 spec says:
> +
> +// "uniform lowp sampler2D sampler;
> +//  highp vec2 coord;
> +//  ...
> +//  lowp vec4 col = texture2D (sampler, coord);
> +//                                         // texture2D returns lowp"
> +//
> +// Section 4.5 (Precision and Precision Qualifiers) of the GLSL 1.30
> +// spec also says:
> +//
> +// "Precision qualifiers are added for code portability with OpenGL
> +//  ES, not for functionality. They have the same syntax as in OpenGL ES."
> +//
> +// From this, we infer that GLSL 1.30 (and later) should allow precision
> +// qualifiers on sampler types just like float and integer types.
> +//
> +// This test verifies that a precision qualifier can be used on all of
> +// GLSL 1.30's sampler types.
> +
> +#version 130
> +#extension GL_ARB_arrays_of_arrays: enable
> +
> +#ifdef GL_ARB_texture_cube_map_array
> +#extension GL_ARB_texture_cube_map_array: enable
> +uniform mediump samplerCubeArray cms1[2][2];
> +uniform mediump samplerCubeArrayShadow cms2[2][2];
> +#endif
> +
> +uniform mediump sampler1D s1[2][2];
> +uniform mediump sampler2D s2[2][2];
> +uniform mediump sampler3D s3[2][2];
> +uniform mediump samplerCube s4[2][2];
> +uniform mediump samplerCubeShadow s5[2][2];
> +uniform mediump sampler1DShadow s6[2][2];
> +uniform mediump sampler2DShadow s7[2][2];
> +uniform mediump sampler1DArray s8[2][2];
> +uniform mediump sampler2DArray s9[2][2];
> +uniform mediump sampler1DArrayShadow s10[2][2];
> +uniform mediump sampler2DArrayShadow s11[2][2];
> +uniform mediump isampler1D s12[2][2];
> +uniform mediump isampler2D s13[2][2];
> +uniform mediump isampler3D s14[2][2];
> +uniform mediump isamplerCube s15[2][2];
> +uniform mediump isampler1DArray s16[2][2];
> +uniform mediump isampler2DArray s17[2][2];
> +uniform mediump usampler1D s18[2][2];
> +uniform mediump usampler2D s19[2][2];
> +uniform mediump usampler3D s20[2][2];
> +uniform mediump usamplerCube s21[2][2];
> +uniform mediump usampler1DArray s22[2][2];
> +uniform mediump usampler2DArray s23[2][2];
> +
> +void main()
> +{
> +}
> diff --git 
> a/tests/spec/arb_arrays_of_arrays/compiler/precision-qualifier-sampler.vert 
> b/tests/spec/arb_arrays_of_arrays/compiler/precision-qualifier-sampler.vert
> new file mode 100644
> index 0000000..1cfb01c
> --- /dev/null
> +++ 
> b/tests/spec/arb_arrays_of_arrays/compiler/precision-qualifier-sampler.vert
> @@ -0,0 +1,75 @@
> +// [config]
> +// expect_result: pass
> +// glsl_version: 1.30
> +// require_extensions: GL_ARB_arrays_of_arrays
> +// check_link: true
> +// [end config]
> +//
> +// From the GLSL ES 3.00 specification, section 4.5.4 ("Default
> +// Precision Qualifiers"):
> +//
> +// "The precision statement
> +//
> +// precision precision-qualifier type;
> +//
> +// can be used to establish a default precision qualifier. The
> +// type field can be int or float or any of the sampler types, and
> +// the precision-qualifier can be lowp, mediump, or highp."
> +//
> +// Section 8 (Built-In Functions) of the GLSL ES 1.00 spec says:
> +
> +// "uniform lowp sampler2D sampler;
> +//  highp vec2 coord;
> +//  ...
> +//  lowp vec4 col = texture2D (sampler, coord);
> +//                                         // texture2D returns lowp"
> +//
> +// Section 4.5 (Precision and Precision Qualifiers) of the GLSL 1.30
> +// spec also says:
> +//
> +// "Precision qualifiers are added for code portability with OpenGL
> +//  ES, not for functionality. They have the same syntax as in OpenGL ES."
> +//
> +// From this, we infer that GLSL 1.30 (and later) should allow precision
> +// qualifiers on sampler types just like float and integer types.
> +//
> +// This test verifies that a precision qualifier can be used on all of
> +// GLSL 1.30's sampler types.
> +
> +#version 130
> +#extension GL_ARB_arrays_of_arrays: enable
> +
> +#ifdef GL_ARB_texture_cube_map_array
> +#extension GL_ARB_texture_cube_map_array: enable
> +uniform mediump samplerCubeArray cms1[2][2];
> +uniform mediump samplerCubeArrayShadow cms2[2][2];
> +#endif
> +
> +uniform mediump sampler1D s1[2][2];
> +uniform mediump sampler2D s2[2][2];
> +uniform mediump sampler3D s3[2][2];
> +uniform mediump samplerCube s4[2][2];
> +uniform mediump samplerCubeShadow s5[2][2];
> +uniform mediump sampler1DShadow s6[2][2];
> +uniform mediump sampler2DShadow s7[2][2];
> +uniform mediump sampler1DArray s8[2][2];
> +uniform mediump sampler2DArray s9[2][2];
> +uniform mediump sampler1DArrayShadow s10[2][2];
> +uniform mediump sampler2DArrayShadow s11[2][2];
> +uniform mediump isampler1D s12[2][2];
> +uniform mediump isampler2D s13[2][2];
> +uniform mediump isampler3D s14[2][2];
> +uniform mediump isamplerCube s15[2][2];
> +uniform mediump isampler1DArray s16[2][2];
> +uniform mediump isampler2DArray s17[2][2];
> +uniform mediump usampler1D s18[2][2];
> +uniform mediump usampler2D s19[2][2];
> +uniform mediump usampler3D s20[2][2];
> +uniform mediump usamplerCube s21[2][2];
> +uniform mediump usampler1DArray s22[2][2];
> +uniform mediump usampler2DArray s23[2][2];
> +
> +void main()
> +{
> +       gl_Position = vec4(0.0);
> +}
> --
> 2.4.3
>
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