[Piglit] [PATCH v2] Add glsl-fs-discard-only.shader_test

2016-01-21 Thread Nicolai Hähnle
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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Re: [Piglit] [PATCH v2] Add glsl-fs-discard-only.shader_test

2016-01-21 Thread Ilia Mirkin
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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