Reviewed-by: Ilia Mirkin <imir...@alum.mit.edu>
On Thu, Jan 21, 2016 at 2:53 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. > > 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 _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/piglit