Reviewed-by: Ian Romanick <[email protected]>

On 10/15/2014 04:29 AM, Eric Anholt wrote:
> ---
>  tests/shaders/glsl-fs-frontfacing-not.shader_test | 31 
> +++++++++++++++++++++++
>  1 file changed, 31 insertions(+)
>  create mode 100644 tests/shaders/glsl-fs-frontfacing-not.shader_test
> 
> diff --git a/tests/shaders/glsl-fs-frontfacing-not.shader_test 
> b/tests/shaders/glsl-fs-frontfacing-not.shader_test
> new file mode 100644
> index 0000000..6a85ef5
> --- /dev/null
> +++ b/tests/shaders/glsl-fs-frontfacing-not.shader_test
> @@ -0,0 +1,31 @@
> +[require]
> +GL >= 2.0
> +GLSL >= 1.20
> +
> +[vertex shader]
> +void main()
> +{
> +     gl_Position = gl_Vertex;
> +}
> +
> +[fragment shader]
> +void main()
> +{
> +     /* st_glsl_to_tgsi.cpp would return a bool value of 0.0 or
> +      * 1.0, instead of 0 or ~0 like it should with NativeIntegers
> +      * set.  Then the NOT operation would give a still-nonzero
> +      * value.
> +      */
> +     if (!gl_FrontFacing)
> +             gl_FragColor = vec4(0.0, 0.0, 1.0, 0.0);
> +     else
> +             gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0);
> +}
> +
> +[test]
> +draw rect -1 -1 2 1
> +draw rect 1 0 -2 1
> +relative probe rgba (0, 0) (0.0, 1.0, 0.0, 0.0)
> +relative probe rgba (1, 0) (0.0, 1.0, 0.0, 0.0)
> +relative probe rgba (0, 1) (0.0, 0.0, 1.0, 0.0)
> +relative probe rgba (1, 1) (0.0, 0.0, 1.0, 0.0)
> 

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