On Tue, Jan 19, 2016 at 3:22 PM, Ilia Mirkin <imir...@alum.mit.edu> wrote:
> On Tue, Jan 19, 2016 at 3:20 PM, Nicolai Hähnle <nhaeh...@gmail.com> wrote:
>> From: Nicolai Hähnle <nicolai.haeh...@amd.com>
>>
>> Test a pure depth write with conditional discard in the fragment shader.
>> This currently fails in radeonsi.
>>
>> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93761
>> ---
>>  tests/shaders/glsl-fs-discard-only.shader_test | 26 
>> ++++++++++++++++++++++++++
>>  1 file changed, 26 insertions(+)
>>  create mode 100644 tests/shaders/glsl-fs-discard-only.shader_test
>>
>> diff --git a/tests/shaders/glsl-fs-discard-only.shader_test 
>> b/tests/shaders/glsl-fs-discard-only.shader_test
>> new file mode 100644
>> index 0000000..5585922
>> --- /dev/null
>> +++ b/tests/shaders/glsl-fs-discard-only.shader_test
>> @@ -0,0 +1,26 @@
>> +[require]
>> +GLSL >= 1.10
>> +depthbuffer
>> +
>> +[vertex shader]
>
> [vertex shader passthrough]

Oh, and this should probably go into tests/spec/glsl-1.10

(hm, seems like piglit only has tests for discard starting glsl
1.30... but I assume it was a feature in 1.10 too? odd.)

>
>> +void main()
>> +{
>> +       gl_Position = gl_Vertex;
>> +}
>> +
>> +[fragment shader]
>> +void main()
>> +{
>> +       if (gl_FragCoord.x < 10.0)
>> +               discard;
>> +}
>> +
>> +[test]
>> +clear depth 1.0
>> +clear
>> +enable GL_DEPTH_TEST
>> +draw rect -1 -1 2 2
>> +probe depth 0 0 1.0
>> +probe depth 9 0 1.0
>> +probe depth 10 0 0.5
>> +probe depth 11 0 0.5
>> --
>> 2.5.0
>>
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