From: Nicolai Hähnle <nicolai.haeh...@amd.com> Test a pure depth write with conditional discard in the fragment shader. This currently fails in radeonsi.
v2: use vertex shader passthrough and move to tests/spec/glsl-1.10 (Ilia Mirkin) Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93761 --- .../glsl-1.10/glsl-fs-discard-only.shader_test | 22 ++++++++++++++++++++++ 1 file changed, 22 insertions(+) create mode 100644 tests/spec/glsl-1.10/glsl-fs-discard-only.shader_test diff --git a/tests/spec/glsl-1.10/glsl-fs-discard-only.shader_test b/tests/spec/glsl-1.10/glsl-fs-discard-only.shader_test new file mode 100644 index 0000000..5b9402b --- /dev/null +++ b/tests/spec/glsl-1.10/glsl-fs-discard-only.shader_test @@ -0,0 +1,22 @@ +[require] +GLSL >= 1.10 +depthbuffer + +[vertex shader passthrough] + +[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 _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/piglit