Commit 16358d4e authored by Dave Airlie's avatar Dave Airlie

arb_texture_cube_map_array: add a bunch of compiler tests for new functions

This was originally generated by a script until I realised the script
was actually nearly just the contents of the files (there really is
that little overlap), so drop the script and just push the files.

This should test (non-textureSize ones)

      gvec4 texture(gsamplerCubeArray sampler, vec4 coord
                    [, float bias])
      gvec4 textureLod(gsamplerCubeArray sampler, vec4 coord, float lod)
      float texture(samplerCubeArrayShadow sampler, vec4 coord, float compare)
      gvec4 textureGrad(gsamplerCubeArray sampler, vec4 coord,
                        vec3 ddx, vec3 ddy);

work at the compiler level.
Signed-off-by: default avatarDave Airlie <airlied@redhat.com>
parent d6ff35a9
/* [config]
* expect_result: pass
* glsl_version: 1.30
* extension: GL_ARB_texture_cube_map_array
* [end config]
*/
#version 130
#extension GL_ARB_texture_cube_map_array: require
uniform samplerCubeArray s;
varying vec4 coord;
void main()
{
gl_FragColor = texture(s, coord);
}
/* [config]
* expect_result: pass
* glsl_version: 1.30
* extension: GL_ARB_texture_cube_map_array
* [end config]
*/
#version 130
#extension GL_ARB_texture_cube_map_array: require
uniform samplerCubeArray s;
attribute vec4 pos;
varying vec4 coord;
varying vec4 color;
void main()
{
gl_Position = pos;
color = texture(s, coord);
}
/* [config]
* expect_result: pass
* glsl_version: 1.30
* extension: GL_ARB_texture_cube_map_array
* [end config]
*/
#version 130
#extension GL_ARB_texture_cube_map_array: require
uniform samplerCubeArrayShadow s;
varying vec4 coord;
void main()
{
gl_FragColor.x = texture(s, coord, 4.0);
}
/* [config]
* expect_result: pass
* glsl_version: 1.30
* extension: GL_ARB_texture_cube_map_array
* [end config]
*/
#version 130
#extension GL_ARB_texture_cube_map_array: require
uniform samplerCubeArrayShadow s;
attribute vec4 pos;
varying vec4 coord;
varying float compare;
varying float color;
void main()
{
gl_Position = pos;
color = texture(s, coord, compare);
}
/* [config]
* expect_result: pass
* glsl_version: 1.30
* extension: GL_ARB_texture_cube_map_array
* [end config]
*/
#version 130
#extension GL_ARB_texture_cube_map_array: require
uniform samplerCubeArray s;
varying vec4 coord;
varying float bias;
void main()
{
gl_FragColor = texture(s, coord, bias);
}
/* [config]
* expect_result: pass
* glsl_version: 1.30
* extension: GL_ARB_texture_cube_map_array
* [end config]
*/
#version 130
#extension GL_ARB_texture_cube_map_array: require
uniform samplerCubeArray s;
attribute vec4 pos;
varying vec4 coord;
varying float bias;
varying vec4 color;
void main()
{
gl_Position = pos;
color = texture(s, coord, bias);
}
/* [config]
* expect_result: pass
* glsl_version: 1.30
* extension: GL_ARB_texture_cube_map_array
* [end config]
*/
#version 130
#extension GL_ARB_texture_cube_map_array: require
uniform samplerCubeArray s;
varying vec4 coord;
varying vec3 dPdx;
varying vec3 dPdy;
void main()
{
gl_FragColor = textureGrad(s, coord, dPdx, dPdy);
}
/* [config]
* expect_result: pass
* glsl_version: 1.30
* extension: GL_ARB_texture_cube_map_array
* [end config]
*/
#version 130
#extension GL_ARB_texture_cube_map_array: require
uniform samplerCubeArray s;
attribute vec4 pos;
attribute vec4 coord;
attribute vec3 dPdx;
attribute vec3 dPdy;
varying vec4 color;
void main()
{
gl_Position = pos;
color = textureGrad(s, coord, dPdx, dPdy);
}
/* [config]
* expect_result: pass
* glsl_version: 1.30
* extension: GL_ARB_texture_cube_map_array
* [end config]
*/
#version 130
#extension GL_ARB_texture_cube_map_array: require
uniform samplerCubeArray s;
varying vec4 coord;
varying float lod;
void main()
{
gl_FragColor = textureLod(s, coord, lod);
}
/* [config]
* expect_result: pass
* glsl_version: 1.30
* extension: GL_ARB_texture_cube_map_array
* [end config]
*/
#version 130
#extension GL_ARB_texture_cube_map_array: require
uniform samplerCubeArray s;
varying vec4 coord;
attribute vec4 pos;
varying float lod;
varying vec4 color;
void main()
{
gl_Position = pos;
color = textureLod(s, coord, lod);
}
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