On 09/24/2012 08:29 AM, Marek Olšák wrote:
---
.../samplers/glsl-fs-shadow2D-clamp-z.shader_test | 30 ++++++++++++++++++++
1 file changed, 30 insertions(+)
create mode 100644
tests/spec/glsl-1.10/execution/samplers/glsl-fs-shadow2D-clamp-z.shader_test
diff --git
a/tests/spec/glsl-1.10/execution/samplers/glsl-fs-shadow2D-clamp-z.shader_test
b/tests/spec/glsl-1.10/execution/samplers/glsl-fs-shadow2D-clamp-z.shader_test
new file mode 100644
index 0000000..01c91bc
--- /dev/null
+++
b/tests/spec/glsl-1.10/execution/samplers/glsl-fs-shadow2D-clamp-z.shader_test
@@ -0,0 +1,30 @@
+# Test that the Z texture coordinate is clamped to [0,1] prior to the
comparison.
+
+[require]
+GLSL>= 1.10
+
+[vertex shader file]
+glsl-fs-shadow.vert
+
+[fragment shader]
+uniform vec3 texcoords;
+uniform sampler2DShadow tex;
+
+void main()
+{
+ gl_FragColor = shadow2D(tex, texcoords.xyz);
+}
+
+[test]
+uniform int tex 0
+texture shadow2D 0 (32, 32)
+texparameter 2D compare_func equal
+
+uniform vec3 texcoords 0 0 -1
+draw rect -1 -1 1 2
+
+uniform vec3 texcoords 1 0 2
+draw rect 0 -1 1 2
+
+relative probe rgba (0.25, 0) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.75, 0) (1.0, 1.0, 1.0, 1.0)
Reviewed-by: Brian Paul <bri...@vmware.com>
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