Merge "Fix error mask generation in checkLineContinuity" into nougat-cts-dev am:...
[platform/upstream/VK-GL-CTS.git] / data / gles2 / shaders / invalid_texture_functions.test
1
2 case texture2d_bias_in_vertex
3         expect compile_fail
4         values {}
5
6         vertex ""
7                 ${VERTEX_DECLARATIONS}
8                 uniform lowp sampler2D s;
9
10                 void main()
11                 {
12                         vec4 r = texture2D(s, vec2(1.0), 1.0);
13                         ${VERTEX_OUTPUT}
14                 }
15         ""
16         fragment ""
17                 void main()
18                 {
19                         gl_FragColor = vec4(1.0);
20                 }
21         ""
22 end
23
24 case texturecube_bias_in_vertex
25         expect compile_fail
26         values {}
27
28         vertex ""
29                 ${VERTEX_DECLARATIONS}
30                 uniform lowp samplerCube s;
31
32                 void main()
33                 {
34                         vec4 r = textureCube(s, vec3(1.0), 1.0);
35                         ${VERTEX_OUTPUT}
36                 }
37         ""
38         fragment ""
39                 void main()
40                 {
41                         gl_FragColor = vec4(1.0);
42                 }
43         ""
44 end
45
46 case texture2dlod_in_fragment
47         expect compile_fail
48         values {}
49
50         vertex ""
51                 ${VERTEX_DECLARATIONS}
52                 void main()
53                 {
54                         ${VERTEX_OUTPUT}
55                 }
56         ""
57         fragment ""
58                 precision mediump float;
59                 ${FRAGMENT_DECLARATIONS}
60                 uniform sampler2D s;
61
62                 void main()
63                 {
64                         gl_FragColor = texture2DLod(s, vec2(0), 1.0);
65                 }
66         ""
67 end
68
69 case texturecubelod_in_fragment
70         expect compile_fail
71         values {}
72
73         vertex ""
74                 ${VERTEX_DECLARATIONS}
75                 void main()
76                 {
77                         ${VERTEX_OUTPUT}
78                 }
79         ""
80         fragment ""
81                 precision mediump float;
82                 ${FRAGMENT_DECLARATIONS}
83                 uniform samplerCube s;
84
85                 void main()
86                 {
87                         gl_FragColor = textureCubeLod(s, vec3(0), 1.0);
88                 }
89         ""
90 end