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This adds a test for glClearTexSubImage when clearing a sub-region of
a cube map texture. Each face of the cube map is cleared to a separate
colour and then one pixel of each face is rendered using points. The
colours are then probed to check whether the clear worked. This is
important to test because glClearTexSubImage has some unusual
semantics in that the zoffset parameter is used to select the cube
face.
Reviewed-by: Brian Paul <brianp@vmware.com>
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This adds a test for glClearTexSubImage when clearing a sub-region of
a 3D texture. Two sub-regions are cleared, one using a NULL data
parameter and one providing a colour. Both regions have a depth
greater than 1. All of the images of the texture are then rendered to
the window and probed for the correct results.
Reviewed-by: Brian Paul <brianp@vmware.com>
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This is a regression test for a mesa meta bug fix whereby a swizzle set
via GL_ARB_texture_swizzle was being applied while iteratively
generating a mipmap. This meant the swizzle would be applied twice by
the time the application sampled those generated layers.
The bug was originally noticed with code that used a swizzle to emulate
a component alpha texture via a component red texture. In this case the
texture internally only had one component and applying the swizzle
effectively discarded that component. The test follows a similar
pattern, but swizzles from red to green instead of to alpha.
Reviewed-by: Brian Paul <brianp@vmware.com>
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Python doesn't really support mixed spaces and tabs well, and in python3
upstream finally did the sensible thing and made mixed tab and space
indents a runtime error.
This patch was generated with the following command on Linux:
find . -name '*py' | xargs sed -i -e 's@\t@ @g'
It was then hand edited to fix whitespace errors introduced by tabs not
being 8 spaces.
Signed-off-by: Dylan Baker <baker.dylan.c@gmail.com>
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This test was added back in July 2013, but it wasn't added to the test
list.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Add a test that actually draws something with uniform buffer objects
along the lines of what an application might do.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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Test results are from the following hardware/driver combinations:
AMD Radeon HD 6670 - Catalyst 13.251 OpenGL 4.3
Nvidia GeForce 210 - NVIDIA 331.20 OpenGL 3.3
Intel Ivy Bridge - Mesa 10.1(815e064) with ARB_arrays_of_arrays enabled
constructor-array-array-var.vert
AMD: pass
Nvidia: pass
Intel: pass
constructor-array-var-array.vert
AMD: pass
Nvidia: pass
Intel: pass
constructor-invalid.vert
AMD: pass
Nvidia: pass
Intel: pass
constructor-invalid2.vert
AMD: pass
Nvidia: pass
Intel: pass
constructor-var-array-array.vert
AMD: pass
Nvidia: pass
Intel: pass
initialization-invalid.vert
AMD: crash
Nvidia: pass
Intel: pass
initialization-invalid2.vert
AMD: pass
Nvidia: pass
Intel: pass
initialization-invalid3.vert
AMD: pass
Nvidia: pass
Intel: pass
initialization-invalid4.vert
AMD: pass
Nvidia: pass
Intel: pass
initializer-array-array-var.vert
AMD: pass
Nvidia: pass
Intel: pass
initializer-array-array-var2.vert
AMD: pass
Nvidia: pass
Intel: pass
initializer-array-var-array.vert
AMD: pass
Nvidia: pass
Intel: pass
initializer-array-var-array2.vert
AMD: pass
Nvidia: pass
Intel: pass
initializer-var-array-array.vert
AMD: pass
Nvidia: pass
Intel: pass
initializer-var-array-array2.vert
AMD: pass
Nvidia: pass
Intel: pass
Signed-off-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
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This adds a test for updating a sub-region of a texture created with
the GL_EXT_packed_depth_stencil extension.
Currently this triggers a bug on the i965 driver for which there is a
patch on the Mesa list here:
http://lists.freedesktop.org/archives/mesa-dev/2014-June/060783.html
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
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Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
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With nvidia's 325.15 driver (at least) the GLSL compiler generates invalid
code.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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From the ARB_tessellation_shader spec (Section 2.14.2):
Linking will fail if the program object contains objects to form a
tessellation control shader (see section 2.X.1), and
* the program contains no objects to form a vertex shader;
From the ARB_tessellation_shader spec (Section 2.14.2):
Linking will fail if the program object contains objects to form a
tessellation evaluation shader (see section 2.X.3), and
* the program contains no objects to form a vertex shader;
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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From the ARB_tessellation_shader spec (Errors section):
"The error INVALID_VALUE is generated by PatchParameteri if <pname> is
PATCH_VERTICES and <value> is less than or equal to zero or is greater
than the implementation-dependent maximum patch size."
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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From the ARB_tessellation_shader spec (Errors section):
"The error INVALID_OPERATION is generated by GetProgramiv if <pname>
identifies a tessellation control or evaluation shader-specific property
and <program> has not been linked successfully, or does not contain
objects to form a shader whose type corresponds to <pname>."
This test only test to get parameters from programs that lack the required
shader type. Unlinked programs are not tested.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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From the ARB_tessellation_shader spec (Errors section):
"The error INVALID_OPERATION is generated by Begin (or vertex array
commands that implicitly call Begin) if the active program contains a
tessellation control or evaluation shader and the primitive mode is not
PATCHES.
The error INVALID_OPERATION is generated by Begin (or vertex array
commands that implicitly call Begin) if the primitive mode is PATCHES if
either:
* the active program contains no tessellation evaluation shader, or
* no program is active."
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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Use glGetProgramiv() to test tessellation control shader output layouts.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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Use glGetProgramiv() to test tessellation evaluation shader input layouts.
Both explicitly specified layouts as well as default layouts are tested.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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Reviewed-by: Dylan Baker <baker.dylan.c@gmail.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
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Reviewed-by: Dylan Baker <baker.dylan.c@gmail.com>
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Use os.path.join() to build up file paths instead of using string
concatenation. In plain_test(), split up the arguments string
using string.split() instead of shlex.split() because the later
removes the '\' characters in Windows paths, which causes things to
blow up.
I can't find any particular reason why shlex.split() was used in
the first place.
v2: use intrinsic string split() method, per Dylan.
Reviewed-by: Dylan Baker <baker.dylan.c@gmail.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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Otherwise, the file path we're passing to programs such as shader_runner
is in Unix style, which Windows programs don't understand.
v2: use subprocess module instead of commands module, per Dylan
v3: use rstrip(), per Dylan
Reviewed-by: Dylan Baker <baker.dylan.c@gmail.com>
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Tests all the type/size/normalize combinations for glVertexAttribPointer.
Note- a similar test should be written for GL 3.0's glVertexAttribIPointer.
v2: pass the expected value and a tolerance to the shader and compute
pass/fail there, per Jose's idea. And test GL_DOUBLE type.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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This test uses the new piglit matrix functions to setup
transformations.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
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This one is simpler and easier to debug. It passes on my hardware, while
the other one fails (due to a shader bug probably).
I don't like tests that return the pass or fail status from the shader,
because they are impossible to debug. Therefore, this one doesn't do it.
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
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Also, convert two glslparsertest tests to use built-in-constants.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
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Mesa didn't get this quite right, causing problems to ApiTrace --
https://github.com/apitrace/apitrace/issues/261 .
Reviewed-by: Brian Paul <brianp@vmware.com>
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Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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It is possible for an application to bind more than one
attribute name to the same location. This is referred to as
aliasing. It is allowed in: OpenGL 2.0 (and above) and
OpenGL ES 2.0. This test varifies that aliasing can be used
successfully in a vertex shader.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
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I've less "cross() function, in-place" because we don't have an
equivalent test for it elsewhere.
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Reviewed-by: Matt Turner <mattst88@gmail.com>
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Reviewed-by: Matt Turner <mattst88@gmail.com>
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Reviewed-by: Matt Turner <mattst88@gmail.com>
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Reviewed-by: Matt Turner <mattst88@gmail.com>
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Reviewed-by: Matt Turner <mattst88@gmail.com>
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Reviewed-by: Matt Turner <mattst88@gmail.com>
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Reviewed-by: Matt Turner <mattst88@gmail.com>
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Prefix the executables with "arb_instanced_arrays" to be more
consistent.
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Move tests/general/draw-instanced-divisor.c to
tests/spec/arb_instanced_arrays/drawarrays.c
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Move tests/general/draw-instanced.c to
tests/spec/arb_draw_instanced/drawarrays.c
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Test the EGL_CHROMIUM_sync_control extension, which is similar to
the GLX_OML_sync_control extension:
http://www.opengl.org/registry/specs/OML/glx_sync_control.txt
The extension only defines one new function,
EGL_CHROMIUM_get_sync_values, which is equivalent to the
glXGetSyncValuesOML function.
It's difficult to test the Media Stream Counter (MSC) without the
equivalent function to get the MSC rate (glXGetMscRateOML). The test at
least makes sure MSC and SBC increment after two SwapBuffers() calls.
UST is system-dependent, so it may behave differently on Windows, Linux,
and Apple. The test just makes sure it increments monotonically.
The test uses Chad's new subtest infrastructure and the EGL convenience
functions from egl-util.c.
Signed-off-by: Sarah Sharp <sarah.a.sharp@linux.intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Cc: Rob Bradford <rob@linux.intel.com>
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Test currently fails on Intel's open source linux drivers but passes on
NVIDIA's proprietary linux drivers.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
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