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This is similar to the texsubimage test, but checks various type and format
conversions as well as a different set of pixel unpack settings.
v2: cleanups and share some code with texsubimage
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The idea is that tests can get an idea of how much precision to expect when
using these formats.
v2: clarify that min_bits is for the depth component (Ian Romanick)
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This is a slightly extended variant of equal_images from texsubimage
which will also be used in the new texsubimage-unpack test.
I've decided to call it "equal" instead of "compare", since I feel that
makes the meaning of the return value more obvious.
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Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
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In case atomic counters aren't available, this is a simpler test that
just makes sure that the width/height are properly set.
Also add tests for discard as well as changing the fb params.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
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fbo-extended-blend-pattern was using an implicit integer to float
conversion which isn't allowed in ESSL.
builtins program linker error checking was incorrect, do explicit link
checking instead.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
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Signed-off-by: Jan Vesely <jan.vesely@rutgers.edu>
Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
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Deprecated features are required to be supported until they are removed.
Signed-off-by: Jan Vesely <jan.vesely@rutgers.edu>
Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
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Signed-off-by: Jan Vesely <jan.vesely@rutgers.edu>
Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
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Use a single vertex shader with outputs with non-contiguous explicit
locations. Specify transform feedback with the vertex shader outputs
landing in a different order than the explicit locations specify.
Verify that the order specified by glTransformFeedbackVaryings is used.
V2: rebased, fixed trailing whitespace (Timothy)
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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V2: rebased (Timothy)
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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V2: rebased (Timothy)
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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As opposed to per-pipeline namespace. Setting a uniform named "a" one
program attached to a pipeline should not affect the value of a
uniform named "a" in a different program attached to the same
pipeline.
V3: rebased (Timothy)
v2: Use pick_a_glsl_version utility function.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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V3: rebased (Timothy)
v2: Use pick_a_glsl_version utility function. Add a comment about core
profile.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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Matches Waffle's https://github.com/waffle-gl/waffle/commit/d15a83a453c87b445d8abf19d82668bca1a389d4
Trivial.
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Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
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Drawing to a8 is special now, and I missed it in the CA path.
Reviewed-by: Dave Airlie <airlied@redhat.com>
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Mesa treats each GS input as taking up 3 locations instead of 1, because
it doesn't de-array the vars. This causes it to take col3 from VS
instead of col1.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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Test results:
Nvidia GeForce 840M - NVIDIA 352.41:
The results from the Nvidia binary are a little all over the place with these
tests, most of the tests with arb_shading_language_420pack enabled fail but
if the GLSL version is changed to 4.20 they pass.
The only tests that pass with arb_shading_language_420pack enabled are the
global tests but that seems to be because they do not detect the duplicates
and fail the negative tests.
Mesa 11.2 (dev):
pass
V3: drop tests that should target ARB_enhanced_layouts
V2: fix version mismatch in location tests, and prefix variable with out
in global tests
Cc: Matt Turner <mattst88@gmail.com>
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When setting the index for a subroutine with an explicit
location, inactive locations in the indices param should
be ignored.
This test causes a segfault in Mesa.
https://bugs.freedesktop.org/show_bug.cgi?id=93731
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std140 or std430
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This is just a lazy copy of the arb_uniform_buffer_object bufferstorage
test updated to make use of explicit offsets.
Test results:
Nvidia GeForce 840M - NVIDIA 352.41: fail
This fails on the Nvidia driver due to a bug in handling the named
uniform block in the fragment shader. If the name is removed the
test works as expected.
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This variable allows timeouts to be disabled, which can be useful for
debugging tests.
Signed-off-by: Dylan Baker <dylanx.c.baker@intel.com>
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Previously a timeout would be marked as pass, but that makes no sense.
This marks it as an error.
Signed-off-by: Dylan Baker <dylanx.c.baker@intel.com>
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Subprocess32 provides a backport of python 3.2's subprocess module,
which has a timeout parameter for Popen.communicate. When the timeout
runs out then an exception is raised, and when that exception is caught
we can kill the process.
This is fairly similar to the way the current timeout mechanism works,
except that the current mechanism is not thread safe. Since one of the
major features of piglit is that it offer's processes isolated
concurrency of tests, it makes sense to make the effort to provide a
timeout mechanism that supports concurrency. Unfortunately there isn't a
good cross platform mechanism for this in python 2.x, even with
subprocess 32 only *nix systems are supported, not windows.
The big advantage of this is it allows consistent behavior between
python 2.x and 3.x as we look toward the future and the possibility of
using a hybrid approach to transition to python 3.x while maintaining
2.x support until it's not needed.
This patch look pretty substantial. It's not as big as it looks, since
it adds some fairly big tests.
Signed-off-by: Dylan Baker <dylanx.c.baker@intel.com>
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This just saves some code duplication.
Signed-off-by: Dylan Baker <dylanx.c.baker@intel.com>
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These tests claimed to test the timeout mechanism, but what they're
really testing is the status changing ability of the timeout mechanism.
Signed-off-by: Dylan Baker <dylanx.c.baker@intel.com>
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This little helper skips a test if a module isn't available.
Signed-off-by: Dylan Baker <dylanx.c.baker@intel.com>
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This creates a cubemap where one of the faces either has a different
size or a different format from the other faces and then checks that
it is incomplete by rendering with it and veryifying that the sampler
returns solid black.
The format test currently fails on Mesa.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Test a pure depth write with conditional discard in the fragment shader.
This currently fails in radeonsi.
v2: use vertex shader passthrough and move to tests/spec/glsl-1.10 (Ilia Mirkin)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93761
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
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This commit adds an optional 'depthbuffer' line to the [require]
section as well as the possibility of enabling/disabling GL_DEPTH_TEST
and probing depth values.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Trivial
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Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Vinson Lee <vlee@freedesktop.org>
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Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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These were added in 28ca3c1, and they were a good idea in 2010. I think
it's safe to count on glext.h with the proper functions today.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Cc: Brian Paul <brianp@vmware.com>
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Piglit doesn't use GLEW, so the GLEW version doesn't matter.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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This was accidentally discovered while trying to reproduce bug #93722.
NOTE: This test fails on Mesa.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
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uniform name
This should be a compilation error because it shouldn't be able to find
a function prototype. At least that's my understanding of the spec.
This was accidentally discovered while trying to reproduce bug #93722.
NOTE: This test fails on Mesa.
v2: Fix bad assignment to piglit_fragcolor. Noticed by Ilia. Also fix
the type of func_type to match the functions.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu> [v1]
Cc: Dave Airlie <airlied@redhat.com>
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NOTE: This test segfaults on Mesa.
v2: Fix bad assignment to piglit_fragcolor that would have cause the
shader to not compile... if it didn't already segfault. Noticed by
Ilia. Also fix the type of func_type to match the functions and make
the test .frag (as originally intended).
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93722
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu> [v1]
Cc: Dave Airlie <airlied@redhat.com>
Cc: Nicolas Koch <nioko1337@googlemail.com>
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I recently found (by inspection) that
glBlitFramebuffer(GL_STENCIL_BUFFER_BIT) from a GL_READ_FRAMEBUFFER with
a GL_TEXTURE_RECTANGLE target stencil texture would corrupt the
GL_DEPTH_STENCIL_TEXTURE_MODE.
NOTE: The GL_TEXTURE_RECTANGLE subtest fails on GEN8+.
v2: Remove all mention of GL_TEXTURE_3D. Ilia pointed out that even
GL_STENCIL_INDEX is never allowed for GL_TEXTURE_3D targets.
GL_ARB_texture_stencil8 allows GL_STENCIL_INDEX8 with glTexImage3D only
for the array-like texture targets.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
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In GLSL 1.50 layout qualifiers must come before the storage
qualifier. A recent fix in Mesa exposed this issue.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
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In GLSL 1.50 layout qualifiers must come before the storage
qualifier. A recent fix in Mesa exposed this issue.
V2: rename IMAGE_T -> IMAGE_UNIFORM_T, fix DST/SRC_IMAGE_T missed in V1
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
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Test results:
Nvidia GeForce 840M - NVIDIA 352.41
The results from the Nvidia binary are a little all over the place with these
tests, most of the tests with arb_enhanced_layouts enabled fail but
if the GLSL version is changed to 4.20 they pass.
The only tests that pass with arb_enhanced_layouts enabled are the
global tests but that seems to be because they do not detect the duplicates
and fail the negative tests.
Reviewed-by: Matt Turner <mattst88@gmail.com>
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locations
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Cc: Emil Velikov <emil.l.velikov@gmail.com>
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Cc: Emil Velikov <emil.l.velikov@gmail.com>
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