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Since we're querying a ubyte image as float values we can't expect
exact matches.
Reviewed-by: Brian Paul <brianp@vmware.com>
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depth buffers
Page 497 of the PDF, section '17.4.3.1 Clearing Individual Buffers' of the
OpenGL 4.5 spec states:
"An INVALID_ENUM error is generated by ClearBufferiv and
ClearNamedFramebufferiv if buffer is not COLOR or STENCIL."
The affected test is not complying with this wording, and is expecting a
GL_INVALID_VALUE when glClearBufferiv is called with a depth buffer but, due to
other constrain.
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Recently, some of them were returning errors on glGetIntegerv() calls for
shader storage buffer constants in Mesa because they used GL compat 1.0
version.
Some shaders were modified to avoid "GL_INVALID_OPERATION in
glDrawArray(No VAO bound)" Mesa errors when calling piglit_draw_rect() with
this config.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
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The test was always passing because the if statemants used AND
rather than OR. Also some of the array indexes were wrong.
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Test results:
Nvidia GeForce 840M - NVIDIA 346.47
basic-imageStore-const-uniform-index.shader_test - pass
basic-imageStore-non-const-uniform-index.shader_test - pass
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Test results:
Nvidia GeForce 840M - NVIDIA 346.47
fs-const-index-three-dimensions.shader_test - pass
fs-const-index.shader_test - pass
fs-initializer-const-index.shader_test - fail
fs-initializer-non-const-index.shader_test - fail
fs-mixed-const-and-non-const-index.shader_test - pass
fs-mixed-const-and-non-const-index2.shader_test - fail
fs-non-const-index.shader_test - pass
fs-struct-const-index-sampler-const-index.shader_test - pass
fs-struct-const-index.shader_test - pass
fs-struct-non-const-index-const-index.shader_test - pass
fs-struct-non-const-index-sampler-non-const-index.shader_test - pass
fs-struct-non-const-index.shader_test - pass
vs-const-index-three-dimensions.shader_test - pass
vs-const-index.shader_test - pass
vs-non-const-index.shader_test - pass
vs-struct-nonconst-sampler-const.shader_test - pass
vs-struct-nonconst-sampler-nonconst.shader_test - pass
vs-struct-nonconst.shader_test - pass
V3: add missing AoA extensions requirement to some of the tests
V2: add vertex shader tests, add most struct tests
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Test results:
Nvidia GeForce 840M - NVIDIA 346.47: pass
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I must have forgot this way back when, this just ports the
getuniform02.c test to glsl 1.50 and tests the fp64 interface.
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Add test that transcodes NV12 to RGBA8 by importing the Y plane
as DRM_FORMAT_R8 and importing the UV plane as DRM_FORMAT_GR88.
v2: Delete commented-out code.
CC: Peter Frühberger <peter.fruehberger@gmail.com>
Cc: Rainer Hochecker <rainer.hochecker@onlinehome.de>
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An additional set of checks for:
Getting 0x0 image from a 8x8 source.
Getting 0x0 image from a 0x0 source.
Getting offset+width > texwidth when width==0.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
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Instead of a local helper function.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
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If the piglit_display() function was called more than once, we'd
try to use deleted textures and generate a bunch of GL errors.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
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This creates a mulitsample texture and tries clearing it with glClear
via a framebuffer. One of the clears covers the entire texture and the
other is clipped to the right half of the texture using a scissor.
On the i965 driver the clear that covers the whole of the texture
wasn't working in Mesa before commit 765efeef883cdbb86e052acd887e0c3.
https://bugs.freedesktop.org/show_bug.cgi?id=79729
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Adds an option to use an instanced attribute so that it can be tested
in combination with glPolygonMode. This demonstrates a bug on the Mesa
i965 driver on BDW which was reported as bug #91292. The ‘divisor’
argument can be added in addition to any of the other arguments so
that all of the combinations can be test.
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The point-vertex-id test was originally created to test gl_VertexID in
combination with glPolygonMode(GL_POINT) because of a bug with the
i965 driver in Mesa. The same bug exists with gl_InstanceID and the
code for BDW has some extra complications in this case so I think it's
worth extending the test to check that as well. The test now takes a
command line argument to specify which builtin to test. It can also
take both arguments to generate a shader which relies on both.
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v2: for some reason, the bigger size has more precision issues
Reviewed-by: Brian Paul <brianp@vmware.com>
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required UBO size is unsupported.
This test assumes it can bind a UBO of size larger than the minimum
maximum guaranteed by the GL standard, what recently started causing
failures unrelated to ARB_shader_image_load_store since Mesa became
more strict about shaders declaring UBOs of unsupported size
(f734d2556013e9239e91f43b563b5b1d8f03ada4). Skip it if the
implementation doesn't support the size we want.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Test declaring layout qualifiers in multiple shader objects and check for
linking arrays if qualifiers mismatch.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Linking should fail, test passes on NVIDIA's proprietary driver version
346.59 but crashes currently on i965 driver.
v2: include test in all.py
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
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The spec states we must manually align using ARB_transform_feedback3
skips if necessary, so test that works by forcing a double after a
float + a skip.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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This is based on the interleaved test but adds some doubles
to the mix.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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types
This just tests we get back the correct GL types from the query.
This passes on mesa currently.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Based on the current EXT_transform_feedback/separate.c test
this just adds some doubles to the mix.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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This is needed to test transform feedback with FP64.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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errors.c - test error detection
get.c - test glGetTextureSubImage
getcompressed.c - test glGetCompressedTextureSubImage
cubemap.c - extra tests for getting cubemap images
v2:
move guts of the tests from piglit_display() to piglit_init(),
test cube map arrays.
test a few more error cases.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
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Adds a new test for interpolateAtSample which captures the results
from the function with each different sample value and ensures that
they are all different. This can be done either with a constant or
non-constant value depending on whether a command line argument is
given.
The other tests for interpolateAtSample always use 0 as the sample ID
so it's not very thorough. Using non-const sampler IDs isn't
implemented in the i965 driver of Mesa but the other tests pass anyway
on a release build because it is hardcoded to use sample 0.
Reviewed-by: Dave Airlie <airlied@redhat.com>
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This fixes this test when run on current mesa.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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This allows the program to link and the test to run.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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In Mesa, GL_ARB_direct_state_access is only available with core profile.
But since these piglit tests didn't indicate support for core profile,
they were skipped.
With config.supports_gl_core_version = 31 piglit can create a core
profile context and run the test.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
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The GL spec doesn't explicitly say that glGetTexImage should generate
GL_INVALID_OPERATION when attempting to retrieve a non-existant texture
image, but that's what NVIDIA's driver does.
The purpose of this test is to check the format/type parameters, so let's
define a packed float texture to avoid the undefined texture situation.
Test now passes with NVIDIA.
v2: s/sizeof(float)/4/, per Jose
Reviewed-by: José Fonseca <jfonseca@vmware.com>
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Reviewed-by: José Fonseca <jfonseca@vmware.com>
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alpha-to-coverage.
This test currently fails on the i965 driver because when writing the
color output to a non-zero RT it incorrectly passes the sample mask
where the alpha component from the zeroth RT should be.
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vs-nonuniform-control-flow tests.
Fixes a rounding instability that would cause shader_runner to probe
pixels offset by one for some points close to the right edge of the
window on systems using x87 floating point arithmetic with certain
compiler versions (the test seemed to work fine when built with GCC
v5.1.0, but failed on some systems with GCC v4.9.2).
The reason for the instability was that the default window height and
width of 250 pixels was evenly divisible by all fractions used as
point coordinates, what would cause the coordinates passed to relative
rgba probes to lie precisely on the boundary between four pixels,
giving unpredictable results in presence of the slightest rounding
error.
Instead use a coprime of 10 as window size to guarantee that there's
always one fragment closer than the other three. The 1/250 half-pixel
offset previously used in the vertex shader now becomes unnecessary
because the different fragment locations are sufficient to guarantee
consistent rasterization results.
This gets rid of the points which had one of the coordinates equal to
0 and replaces them with points close to the top and right edges
because they would have necessarily been at a half-integer distance
from the closest fragments regardless of the window size.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90993
Reported-by: Mark Janes <mark.a.janes@intel.com>
Tested-by: Mark Janes <mark.a.janes@intel.com>
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vs-nonuniform-control-flow tests.
So that the ordering of pixel probes matches the ordering of vertex
arrays. This should make the next commit easier to review.
Reviewed-by: Mark Janes <mark.a.janes@intel.com>
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builtin-gl-sample-position.cpp(81): error C3688: invalid literal suffix 'MAX_NUM_SAMPLES_STR'; literal operator or literal operator template 'operator ""MAX_NUM_SAMPLES_STR' not found
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91419
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
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V2: dont try to work around mesa limitations by initialising uniforms
that might be optimised out
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Fix compiler warnings.
egl_khr_fence_sync.c:70:36: warning: tentative array definition assumed to have one element
static const struct piglit_subtest subtests[];
^
egl_khr_fence_sync.c:70:36: warning: unused variable 'subtests' [-Wunused-const-variable]
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
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Tests various texture sampling functions using constant 0 values for
the arguments. The i965 driver has optimisations for trailing 0
arguments to sampler messages so the intention is to test these code
paths.
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The test doesn't support these cases yet, since the shaders
are hardcoded to use 2D samplers.
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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