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authorTom Gall <tom.gall@linaro.org>2013-02-21 10:19:13 -0600
committerEric Anholt <eric@anholt.net>2013-03-20 09:53:08 -0700
commitbd328dd123c713aa32a60e104bd26b090ac6da90 (patch)
tree596dc4900fdc4f134b5df684bc7dbaf73f582a69 /tests/spec/glsl-es-1.00/execution/maximums/gl_MaxVertexTextureImageUnits.shader_test
parent2fc58f24f17e234cf70a0547e3491a3282c9cfff (diff)
downloadpiglit-bd328dd123c713aa32a60e104bd26b090ac6da90.tar.gz
Add tests/spec/glsl-es-1.00/execution/maximums shader tests
Adds gl_MaxCombinedTextureImageUnits.shader_test gl_MaxDrawBuffers.shader_test gl_MaxFragmentUniformVectors.shader_test gl_MaxTextureImageUnits.shader_test gl_MaxVaryingVectors.shader_test gl_MaxVertexAttribs.shader_test gl_MaxVertexTextureImageUnits.shader_test gl_MaxVertexUniformVectors.shader_test These check the built-in constants of the same name from section 7.4 of the glsl es 1.0.17 spec. v2: squash patch, address one by one spec reference. Signed-off-by: Tom Gall <tom.gall@linaro.org> Reviewed-by: Eric Anholt <eric@anholt.net>
Diffstat (limited to 'tests/spec/glsl-es-1.00/execution/maximums/gl_MaxVertexTextureImageUnits.shader_test')
-rw-r--r--tests/spec/glsl-es-1.00/execution/maximums/gl_MaxVertexTextureImageUnits.shader_test29
1 files changed, 29 insertions, 0 deletions
diff --git a/tests/spec/glsl-es-1.00/execution/maximums/gl_MaxVertexTextureImageUnits.shader_test b/tests/spec/glsl-es-1.00/execution/maximums/gl_MaxVertexTextureImageUnits.shader_test
new file mode 100644
index 00000000..1a276656
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/maximums/gl_MaxVertexTextureImageUnits.shader_test
@@ -0,0 +1,29 @@
+# [description]
+# Tests for GLSL ES 1.00 minimum maximums for the builtin constants.
+#
+# See the GLSL ES 1.0.17 specification, section 7.4, page 61.
+
+[require]
+GLSL ES >= 1.00
+GL ES >= 2.0
+
+[vertex shader]
+attribute vec4 vertex;
+
+void main(void)
+{
+ gl_Position = vertex;
+}
+
+[fragment shader]
+void main(void)
+{
+ if (gl_MaxVertexTextureImageUnits >= 0)
+ gl_FragColor = vec4(0, 1, 0, 0);
+ else
+ gl_FragColor = vec4(1, 0, 0, 0);
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 0.0