summaryrefslogtreecommitdiff
path: root/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-simple.shader_test
diff options
context:
space:
mode:
authorNeil Roberts <neil@linux.intel.com>2015-05-28 17:54:06 +0100
committerNeil Roberts <neil@linux.intel.com>2015-06-15 14:59:43 +0100
commit4f9caf084eda7353af7bbe2d415b73a0e8d897eb (patch)
treed37722d0dbec031309830c6e047014126c3b2177 /tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-simple.shader_test
parent246791c51ec7f4e9c2ea3333793b372bcbb749c9 (diff)
sampler_array_indexing: Check that the texture coordinates work
Previously the various sampler_array_indexing shaders were using a checkerboard texture with identical colours for each part of the grid. That meant that it didn't actually matter what texture coordinates were used to sample. This patch changes it so that they all have a dark red colour for one of the colours and then it ensures that the texture coordinates should sample from a space with the other colour. The main reason to do this is that in Mesa with the i965 driver the texture coordinates aren't actually getting passed correctly with the vec4 backend (ie, for vs and gs). That means these tests now fail and correctly identify the problem. Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Diffstat (limited to 'tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-simple.shader_test')
-rw-r--r--tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-simple.shader_test10
1 files changed, 5 insertions, 5 deletions
diff --git a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-simple.shader_test b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-simple.shader_test
index 20389f6fa..70b55079c 100644
--- a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-simple.shader_test
+++ b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-simple.shader_test
@@ -19,7 +19,7 @@ out vec4 color;
void main()
{
gl_Position = piglit_vertex;
- color = texture(s[n], vec2(0.5, 0.5));
+ color = texture(s[n], vec2(0.75, 0.25));
}
[fragment shader]
@@ -43,19 +43,19 @@ uniform int s[1] 1
uniform int s[2] 2
uniform int s[3] 3
-texture checkerboard 0 0 (32, 32) (1.0, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
+texture checkerboard 0 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
texparameter 2D min nearest
texparameter 2D mag nearest
-texture checkerboard 1 0 (32, 32) (0.0, 1.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
+texture checkerboard 1 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
texparameter 2D min nearest
texparameter 2D mag nearest
-texture checkerboard 2 0 (32, 32) (0.0, 0.0, 1.0, 0.0) (0.0, 0.0, 1.0, 0.0)
+texture checkerboard 2 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0)
texparameter 2D min nearest
texparameter 2D mag nearest
-texture checkerboard 3 0 (32, 32) (1.0, 1.0, 1.0, 1.0) (1.0, 1.0, 1.0, 1.0)
+texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 1.0, 1.0, 1.0)
texparameter 2D min nearest
texparameter 2D mag nearest