Reviewed-by: Ilia Mirkin
On Thu, Jan 21, 2016 at 2:53 PM, Nicolai Hähnle wrote:
> From: Nicolai Hähnle
>
> 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 000..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
>
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