[Mesa-dev] [Bug 107734] [GLSL] glsl-fface-invariant, glsl-fcoord-invariant and glsl-pcoord-invariant should fail

2018-09-03 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=107734

--- Comment #2 from Tapani Pälli  ---
Seems a bit like : https://patchwork.freedesktop.org/patch/36417/

IIRC there was some issue with that patch ... or not. Vadym, please check if
this fixes the WebGL tests also?

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[Mesa-dev] [Bug 107734] [GLSL] glsl-fface-invariant, glsl-fcoord-invariant and glsl-pcoord-invariant should fail

2018-09-04 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=107734

--- Comment #3 from vadym  ---
Hi Tapani,

Yep, looks like patches are almost the same. I didn't expected that some
patches can be on review since 2014 :)

I checked following WebGL tests which are related to invariance:

1) conformance/glsl/bugs/global-invariant-does-not-leak-across-shaders.html
(Passed: 3/3 in 100.0 ms)

2) conformance/glsl/bugs/invariant-does-not-leak-across-shaders.html (Passed:
3/3 in 84.0 ms)

3) conformance/glsl/misc/fragcolor-fragdata-invariant.html (Passed: 1/2 Failed:
1/2 in 98.0 ms)
failed: [unexpected fragment shader compile status] (expected: true)
Declaring both gl_FragColor and gl_FragData invariant should succeed.

4) conformance/glsl/misc/shaders-with-invariance.html (Passed: 19/19 in 116.0
ms)

5) deqp/functional/gles3/shaderbuiltinvar.html (Passed: 27/31 Failed: 4/31 in
944.0 ms)
failed: builtin_variable.max_vertex_output_vectors_vertex: Invalid builtin
constant value
failed: builtin_variable.max_vertex_output_vectors_fragment: Invalid
builtin constant value
failed: builtin_variable.max_fragment_input_vectors_vertex: Invalid builtin
constant value
failed: builtin_variable.max_fragment_input_vectors_fragment: Invalid
builtin constant value

6) conformance2/glsl3/invalid-invariant.html (Passed: 3/3 in 82.0 ms)

7) conformance2/glsl3/valid-invariant.html (Passed: 4/4 in 92.0 ms)


and got the same results without and with the patch. So looks like this change
doesn't affect WebGL.

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[Mesa-dev] [Bug 107734] [GLSL] glsl-fface-invariant, glsl-fcoord-invariant and glsl-pcoord-invariant should fail

2018-09-12 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=107734

Tapani Pälli  changed:

   What|Removed |Added

 Status|NEW |RESOLVED
 Resolution|--- |FIXED

--- Comment #4 from Tapani Pälli  ---
Resolved by
--- 8< ---
commit 9b5c0c520f6e41f19b3568a4e0532c836bc522e4
Author: Vadym Shovkoplias 
Date:   Fri Sep 7 15:14:52 2018 +0300

glsl/linker: Check the invariance of built-in special variables

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[Mesa-dev] [Bug 107734] [GLSL] glsl-fface-invariant, glsl-fcoord-invariant and glsl-pcoord-invariant should fail

2018-09-12 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=107734

vadym  changed:

   What|Removed |Added

 CC||mark.a.ja...@intel.com

--- Comment #5 from vadym  ---
Hi Mark,

Following shader tests are fixed now:

* glsl-pcoord-invariant.shader_test
* glsl-fcoord-invariant.shader_test
* glsl-fface-invariant.shader_test

I think those tests can be moved from [expected-failures] to [fixed-tests] in
mesa CI.

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[Mesa-dev] [Bug 107734] [GLSL] glsl-fface-invariant, glsl-fcoord-invariant and glsl-pcoord-invariant should fail

2018-08-29 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=107734

Bug ID: 107734
   Summary: [GLSL] glsl-fface-invariant, glsl-fcoord-invariant and
glsl-pcoord-invariant should fail
   Product: Mesa
   Version: unspecified
  Hardware: Other
OS: All
Status: NEW
  Severity: normal
  Priority: medium
 Component: glsl-compiler
  Assignee: mesa-dev@lists.freedesktop.org
  Reporter: vadym.shovkopl...@globallogic.com
QA Contact: intel-3d-b...@lists.freedesktop.org

GLSL ES 1.0 linker tests glsl-fface-invariant, glsl-fcoord-invariant and
glsl-pcoord-invariant have to fail as specified in spec: 

4.6.4 Invariance and Linkage
The invariance of varyings that are declared in both the vertex and fragment
shaders must match.For the built-in special variables, gl_FragCoord can only be
declared invariant if and only if gl_Position is declared invariant. Similarly
gl_PointCoord can only be declared invariant if and only if gl_PointSize is
declared invariant. It is an error to declare gl_FrontFacing as invariant. The
invariance of gl_FrontFacing is the same as the invariance of gl_Position.

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[Mesa-dev] [Bug 107734] [GLSL] glsl-fface-invariant, glsl-fcoord-invariant and glsl-pcoord-invariant should fail

2018-08-29 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=107734

--- Comment #1 from vadym  ---
Patch: https://patchwork.freedesktop.org/patch/246321/

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