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author | Tapani Pälli <tapani.palli@intel.com> | 2014-10-15 14:36:43 +0300 |
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committer | Tapani Pälli <tapani.palli@intel.com> | 2015-01-07 08:31:51 +0200 |
commit | fa7dcba7cf4b442060e6d485bcbe2e6469fbdc2e (patch) | |
tree | 796dbdba9f488376942aae7b2fabd628934f0e1e | |
parent | 4adb082244889c7ae3ed0a8f9716599bac17cb39 (diff) |
glsl: test for sampling using same unit but different uniform
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
-rw-r--r-- | tests/shaders/glsl-fs-texture-uniforms-share-same-unit.shader_test | 24 |
1 files changed, 24 insertions, 0 deletions
diff --git a/tests/shaders/glsl-fs-texture-uniforms-share-same-unit.shader_test b/tests/shaders/glsl-fs-texture-uniforms-share-same-unit.shader_test new file mode 100644 index 000000000..48085776b --- /dev/null +++ b/tests/shaders/glsl-fs-texture-uniforms-share-same-unit.shader_test @@ -0,0 +1,24 @@ +[require] +GLSL >= 1.10 + +[vertex shader passthrough] + +[fragment shader] + +uniform sampler2D tex0; +uniform sampler2D tex1; + +void main() +{ + // 2 samples using same unit but different uniform + vec4 a = texture2D(tex0, vec2(0.0, 0.0)); + vec4 b = texture2D(tex1, vec2(0.0, 0.5)); + gl_FragColor = mix(a, b, 0.5); +} + +[test] +uniform int tex0 0 +uniform int tex1 0 +texture rgbw 0 (8, 8) +draw rect -1 -1 2 2 +relative probe rgb (0.25, 0.25) (0.5, 0.0, 0.5) |