Re: [Piglit] [PATCH] spec/glsl-es-1.00/linker: test pass cases for invariant conditions

2016-05-17 Thread Dylan Baker
Quoting Lars Hamre (2016-05-06 13:23:48)
> These test the cases where gl_FragCoord and gl_PointCoord are
> allowed to be declared invariant.
> 
> Signed-off-by: Lars Hamre 
> 
> ---
> 
> NOTE: someone with access will need to commit this after the
>   review process
> 
>  .../linker/glsl-fcoord-invariant-pass.shader_test  | 27 +
>  .../linker/glsl-pcoord-invariant-pass.shader_test  | 28 
> ++
>  2 files changed, 55 insertions(+)
>  create mode 100644 
> tests/spec/glsl-es-1.00/linker/glsl-fcoord-invariant-pass.shader_test
>  create mode 100644 
> tests/spec/glsl-es-1.00/linker/glsl-pcoord-invariant-pass.shader_test
> 
> diff --git 
> a/tests/spec/glsl-es-1.00/linker/glsl-fcoord-invariant-pass.shader_test 
> b/tests/spec/glsl-es-1.00/linker/glsl-fcoord-invariant-pass.shader_test
> new file mode 100644
> index 000..76348a6
> --- /dev/null
> +++ b/tests/spec/glsl-es-1.00/linker/glsl-fcoord-invariant-pass.shader_test
> @@ -0,0 +1,27 @@
> +#
> +# OpenGL ES 1.00 specification "Invariance and linkage":
> +#
> +#"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."
> +#
> +[require]
> +GL ES >= 2.0
> +GLSL ES >= 1.00
> +
> +[vertex shader]
> +invariant gl_Position;
> +void main() {
> +   gl_Position = vec4(0.0);
> +}
> +
> +[fragment shader]
> +invariant gl_FragCoord;
> +void main() {
> +   gl_FragColor = vec4(gl_FragCoord.x);
> +}
> +
> +[test]
> +link success
> diff --git 
> a/tests/spec/glsl-es-1.00/linker/glsl-pcoord-invariant-pass.shader_test 
> b/tests/spec/glsl-es-1.00/linker/glsl-pcoord-invariant-pass.shader_test
> new file mode 100644
> index 000..c0e9673
> --- /dev/null
> +++ b/tests/spec/glsl-es-1.00/linker/glsl-pcoord-invariant-pass.shader_test
> @@ -0,0 +1,28 @@
> +#
> +# OpenGL ES 1.00 specification "Invariance and linkage":
> +#
> +#"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."
> +#
> +[require]
> +GL ES >= 2.0
> +GLSL ES >= 1.00
> +
> +[vertex shader]
> +invariant gl_PointSize;
> +void main() {
> +   gl_PointSize = 1.0;
> +   gl_Position = vec4(0.0);
> +}
> +
> +[fragment shader]
> +invariant gl_PointCoord;
> +void main() {
> +   gl_FragColor = vec4(gl_PointCoord.x);
> +}
> +
> +[test]
> +link success
> --
> 2.5.5
> 
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Reviewed-by: Dylan Baker 

I'll go ahead and push this too.

Thanks.


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Re: [Piglit] [PATCH] spec/glsl-es-1.00/linker: test pass cases for invariant conditions

2016-05-17 Thread Lars Hamre
Gentle ping, if nobody has any issues I would appreciate a push.
In reference to this mesa patch:
https://lists.freedesktop.org/archives/mesa-dev/2016-May/116073.html

Regards,
Lars Hamre

On Fri, May 6, 2016 at 4:23 PM, Lars Hamre  wrote:
> These test the cases where gl_FragCoord and gl_PointCoord are
> allowed to be declared invariant.
>
> Signed-off-by: Lars Hamre 
>
> ---
>
> NOTE: someone with access will need to commit this after the
>   review process
>
>  .../linker/glsl-fcoord-invariant-pass.shader_test  | 27 +
>  .../linker/glsl-pcoord-invariant-pass.shader_test  | 28 
> ++
>  2 files changed, 55 insertions(+)
>  create mode 100644 
> tests/spec/glsl-es-1.00/linker/glsl-fcoord-invariant-pass.shader_test
>  create mode 100644 
> tests/spec/glsl-es-1.00/linker/glsl-pcoord-invariant-pass.shader_test
>
> diff --git 
> a/tests/spec/glsl-es-1.00/linker/glsl-fcoord-invariant-pass.shader_test 
> b/tests/spec/glsl-es-1.00/linker/glsl-fcoord-invariant-pass.shader_test
> new file mode 100644
> index 000..76348a6
> --- /dev/null
> +++ b/tests/spec/glsl-es-1.00/linker/glsl-fcoord-invariant-pass.shader_test
> @@ -0,0 +1,27 @@
> +#
> +# OpenGL ES 1.00 specification "Invariance and linkage":
> +#
> +#"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."
> +#
> +[require]
> +GL ES >= 2.0
> +GLSL ES >= 1.00
> +
> +[vertex shader]
> +invariant gl_Position;
> +void main() {
> +   gl_Position = vec4(0.0);
> +}
> +
> +[fragment shader]
> +invariant gl_FragCoord;
> +void main() {
> +   gl_FragColor = vec4(gl_FragCoord.x);
> +}
> +
> +[test]
> +link success
> diff --git 
> a/tests/spec/glsl-es-1.00/linker/glsl-pcoord-invariant-pass.shader_test 
> b/tests/spec/glsl-es-1.00/linker/glsl-pcoord-invariant-pass.shader_test
> new file mode 100644
> index 000..c0e9673
> --- /dev/null
> +++ b/tests/spec/glsl-es-1.00/linker/glsl-pcoord-invariant-pass.shader_test
> @@ -0,0 +1,28 @@
> +#
> +# OpenGL ES 1.00 specification "Invariance and linkage":
> +#
> +#"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."
> +#
> +[require]
> +GL ES >= 2.0
> +GLSL ES >= 1.00
> +
> +[vertex shader]
> +invariant gl_PointSize;
> +void main() {
> +   gl_PointSize = 1.0;
> +   gl_Position = vec4(0.0);
> +}
> +
> +[fragment shader]
> +invariant gl_PointCoord;
> +void main() {
> +   gl_FragColor = vec4(gl_PointCoord.x);
> +}
> +
> +[test]
> +link success
> --
> 2.5.5
>
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[Piglit] [PATCH] spec/glsl-es-1.00/linker: test pass cases for invariant conditions

2016-05-06 Thread Lars Hamre
These test the cases where gl_FragCoord and gl_PointCoord are
allowed to be declared invariant.

Signed-off-by: Lars Hamre 

---

NOTE: someone with access will need to commit this after the
  review process

 .../linker/glsl-fcoord-invariant-pass.shader_test  | 27 +
 .../linker/glsl-pcoord-invariant-pass.shader_test  | 28 ++
 2 files changed, 55 insertions(+)
 create mode 100644 
tests/spec/glsl-es-1.00/linker/glsl-fcoord-invariant-pass.shader_test
 create mode 100644 
tests/spec/glsl-es-1.00/linker/glsl-pcoord-invariant-pass.shader_test

diff --git 
a/tests/spec/glsl-es-1.00/linker/glsl-fcoord-invariant-pass.shader_test 
b/tests/spec/glsl-es-1.00/linker/glsl-fcoord-invariant-pass.shader_test
new file mode 100644
index 000..76348a6
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/linker/glsl-fcoord-invariant-pass.shader_test
@@ -0,0 +1,27 @@
+#
+# OpenGL ES 1.00 specification "Invariance and linkage":
+#
+#"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."
+#
+[require]
+GL ES >= 2.0
+GLSL ES >= 1.00
+
+[vertex shader]
+invariant gl_Position;
+void main() {
+   gl_Position = vec4(0.0);
+}
+
+[fragment shader]
+invariant gl_FragCoord;
+void main() {
+   gl_FragColor = vec4(gl_FragCoord.x);
+}
+
+[test]
+link success
diff --git 
a/tests/spec/glsl-es-1.00/linker/glsl-pcoord-invariant-pass.shader_test 
b/tests/spec/glsl-es-1.00/linker/glsl-pcoord-invariant-pass.shader_test
new file mode 100644
index 000..c0e9673
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/linker/glsl-pcoord-invariant-pass.shader_test
@@ -0,0 +1,28 @@
+#
+# OpenGL ES 1.00 specification "Invariance and linkage":
+#
+#"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."
+#
+[require]
+GL ES >= 2.0
+GLSL ES >= 1.00
+
+[vertex shader]
+invariant gl_PointSize;
+void main() {
+   gl_PointSize = 1.0;
+   gl_Position = vec4(0.0);
+}
+
+[fragment shader]
+invariant gl_PointCoord;
+void main() {
+   gl_FragColor = vec4(gl_PointCoord.x);
+}
+
+[test]
+link success
--
2.5.5

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