This commit is not intended to be added to piglit master,
but it shows an example of how the previous shader_runner
commits can be used.

Signed-off-by: Jordan Justen <[email protected]>
---
 1080p-depth-glsl-clear.shader_test |   39 ++++++++++++++++++++++++++++++++++++
 1080p-depth-hiz-clear.shader_test  |   39 ++++++++++++++++++++++++++++++++++++
 2 files changed, 78 insertions(+)
 create mode 100644 1080p-depth-glsl-clear.shader_test
 create mode 100644 1080p-depth-hiz-clear.shader_test

diff --git a/1080p-depth-glsl-clear.shader_test 
b/1080p-depth-glsl-clear.shader_test
new file mode 100644
index 0000000..d5d9d68
--- /dev/null
+++ b/1080p-depth-glsl-clear.shader_test
@@ -0,0 +1,39 @@
+# Micro benchmark for ~1080p depth clear
+
+[require]
+GLSL >= 1.10
+SIZE 1920 1080
+DEPTH
+
+[vertex shader]
+void main()
+{
+  gl_Position = vec4(0);
+}
+
+[fragment shader]
+void main()
+{
+  gl_FragColor = vec4(0);
+}
+
+[test]
+# Do several non-timed clears to make timed result more consistent
+clear depth 0.0
+scissor 1 0 1919 1080
+clear
+finish
+clear
+finish
+clear
+finish
+clear
+finish
+clear
+finish
+
+echo glScissor(1, 0, 1919, 1080) (glsl clear path)
+time reset
+clear
+finish
+time show
diff --git a/1080p-depth-hiz-clear.shader_test 
b/1080p-depth-hiz-clear.shader_test
new file mode 100644
index 0000000..b96716d
--- /dev/null
+++ b/1080p-depth-hiz-clear.shader_test
@@ -0,0 +1,39 @@
+# Micro benchmark for 1080p depth clear
+
+[require]
+GLSL >= 1.10
+SIZE 1920 1080
+DEPTH
+
+[vertex shader]
+void main()
+{
+  gl_Position = vec4(0);
+}
+
+[fragment shader]
+void main()
+{
+  gl_FragColor = vec4(0);
+}
+
+[test]
+# Do several non-timed clears to make timed result more consistent
+clear depth 0.0
+scissor off
+clear
+finish
+clear
+finish
+clear
+finish
+clear
+finish
+clear
+finish
+
+echo glScissor OFF (hiz fast depth clear path)
+time reset
+clear
+finish
+time show
-- 
1.7.10.4

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