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author | Paul Berry <stereotype441@gmail.com> | 2013-02-12 08:24:57 -0800 |
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committer | Paul Berry <stereotype441@gmail.com> | 2013-02-15 13:16:48 -0800 |
commit | 51915e0a486416ed6f8bf14f901bc451dd7b2b47 (patch) | |
tree | 8a06a8411f545dacbab21f485dc567d551eda5cc /tests/spec/glsl-es-3.00 | |
parent | ff315ae85a418ee9ebb593e3da56643766c0ff49 (diff) |
GLSL ES: Verify that fragment shaders have no default float precision.
Tested on the nVidia proprietary driver for Linux.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=60737
Reviewed-by: Eric Anholt <eric@anholt.net>
Diffstat (limited to 'tests/spec/glsl-es-3.00')
-rw-r--r-- | tests/spec/glsl-es-3.00/compiler/no-default-float-precision.frag | 21 |
1 files changed, 21 insertions, 0 deletions
diff --git a/tests/spec/glsl-es-3.00/compiler/no-default-float-precision.frag b/tests/spec/glsl-es-3.00/compiler/no-default-float-precision.frag new file mode 100644 index 000000000..ebfa32548 --- /dev/null +++ b/tests/spec/glsl-es-3.00/compiler/no-default-float-precision.frag @@ -0,0 +1,21 @@ +// [config] +// expect_result: fail +// glsl_version: 3.00 +// check_link: true +// [end config] +// +// From section 4.5.4 ("Default Precision Qualifiers") of the GLSL ES +// 3.00 spec: +// +// "The fragment language has no default precision qualifier for +// floating point types. Hence for float, floating point vector +// and matrix variable declarations, either the declaration must +// include a precision qualifier or the default float precision +// must have been previously declared." + +#version 300 es + +void main() +{ + float f = 1.0; +} |