On Tue, 2015-03-10 at 18:23 -0700, Matt Turner wrote: > On Sun, Mar 1, 2015 at 11:31 PM, Samuel Iglesias Gonsalvez > <sigles...@igalia.com> wrote: > > Signed-off-by: Samuel Iglesias Gonsalvez <sigles...@igalia.com> > > --- > > > > v2: > > * Implement it as shader_runner test > > > > tests/shaders/glsl-opt-0-cmp-xy.shader_test | 33 > > +++++++++++++++++++++++++++++ > > 1 file changed, 33 insertions(+) > > create mode 100644 tests/shaders/glsl-opt-0-cmp-xy.shader_test > > > > diff --git a/tests/shaders/glsl-opt-0-cmp-xy.shader_test > > b/tests/shaders/glsl-opt-0-cmp-xy.shader_test > > new file mode 100644 > > index 0000000..57c5716 > > --- /dev/null > > +++ b/tests/shaders/glsl-opt-0-cmp-xy.shader_test > > @@ -0,0 +1,33 @@ > > +/* Test (0 cmp x+y) optimization. */ > > + > > +[require] > > +GLSL >= 1.10 > > + > > +[vertex shader] > > You can use [vertex shader passthrough] and drop the vertex shader body. > > > + > > +void main() > > +{ > > + gl_Position = ftransform(); > > +} > > + > > +[fragment shader] > > + > > +uniform float a; > > + > > +void main() > > +{ > > + if (0.0 >= (a - 1.0)) > > + gl_FragColor = vec4(0, 1, 0, 1); > > + else > > + gl_FragColor = vec4(1, 0, 0, 1); > > +} > > + > > +[test] > > +clear color 0.5 0.5 0.5 0.5 > > +clear > > You can remove these two lines since the test is painting the whole window. > > Reviewed-by: Matt Turner <matts...@gmail.com> > > Thanks! >
I will do those changes. Thanks for the review! Sam
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