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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