Marek Olšák <[email protected]> writes: > --- > .../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.
I was surprised. A cite would be nice. # From the GL 3.3 core specification, section 3.8.16 "Texture Comparison # Modes": # # If the texture’s internal format indicates a fixed-point depth # texture, then Dt and Dref are clamped to the range [0, 1]; # otherwise no clamping is performed.
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