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authorPaul Berry <stereotype441@gmail.com>2013-02-12 08:24:57 -0800
committerPaul Berry <stereotype441@gmail.com>2013-02-15 13:16:48 -0800
commit51915e0a486416ed6f8bf14f901bc451dd7b2b47 (patch)
tree8a06a8411f545dacbab21f485dc567d551eda5cc /tests/spec/glsl-es-3.00
parentff315ae85a418ee9ebb593e3da56643766c0ff49 (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.frag21
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;
+}