These three tests are testing the actual culling. Short description: If a positive value is supplied to gl_CullDistance, the vertex is inside the cull volume. If a negative value is supplied, the vertex is outside the cull volume and is discarded.
Signed-off-by: Tobias Klausmann <[email protected]> --- ...-distance-vertex-inside-cull-volume.shader_test | 41 ++++++++++++++++++++++ .../vs-cull-distance-vertex-on-plane.shader_test | 41 ++++++++++++++++++++++ ...distance-vertex-outside-cull-volume.shader_test | 41 ++++++++++++++++++++++ 3 files changed, 123 insertions(+) create mode 100644 tests/spec/arb_cull_distance/vs-cull-distance-vertex-inside-cull-volume.shader_test create mode 100644 tests/spec/arb_cull_distance/vs-cull-distance-vertex-on-plane.shader_test create mode 100644 tests/spec/arb_cull_distance/vs-cull-distance-vertex-outside-cull-volume.shader_test diff --git a/tests/spec/arb_cull_distance/vs-cull-distance-vertex-inside-cull-volume.shader_test b/tests/spec/arb_cull_distance/vs-cull-distance-vertex-inside-cull-volume.shader_test new file mode 100644 index 0000000..5dfa194 --- /dev/null +++ b/tests/spec/arb_cull_distance/vs-cull-distance-vertex-inside-cull-volume.shader_test @@ -0,0 +1,41 @@ +# [description] +# Use one gl_CullDistance values to _not_ "cull" away a vertex with a positive +# value supplied to gl_CullDistance. +# +# The gl_CullDistance variable provides a mechanism for controlling user +# culling. The element gl_CullDistance[i] specifies a cull distance for each +# plane i. A distance of 0.0 means that the vertex is on the plane, a positive +# distance means that the vertex is insider the cull volume, and a negative +# distance means that the point is outside the cull volume. Primitives whose +# vertices all have a negative clip distance for plane i will be discarded. + +[require] +GLSL >= 1.30 +GL_ARB_cull_distance + +[vertex shader] +#version 130 +#extension GL_ARB_cull_distance: enable + +out float gl_CullDistance[1]; + +void main(void) +{ + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_CullDistance[0] = 1; +} + +[fragment shader] +#version 130 +#extension GL_ARB_cull_distance: enable + +void main(void) +{ + gl_FragColor = vec4(0, 1, 0, 1); +} + +[test] +clear color 1.0 0.0 0.0 1.0 +clear +draw rect -1 -1 2 2 +probe all rgba 0.0 1.0 0.0 1.0 diff --git a/tests/spec/arb_cull_distance/vs-cull-distance-vertex-on-plane.shader_test b/tests/spec/arb_cull_distance/vs-cull-distance-vertex-on-plane.shader_test new file mode 100644 index 0000000..40b74ce --- /dev/null +++ b/tests/spec/arb_cull_distance/vs-cull-distance-vertex-on-plane.shader_test @@ -0,0 +1,41 @@ +# [description] +# Use one gl_CullDistance values to _not_ "cull" away a vertex with it on +# the plane (gl_CullDistance=0). +# +# The gl_CullDistance variable provides a mechanism for controlling user +# culling. The element gl_CullDistance[i] specifies a cull distance for each +# plane i. A distance of 0.0 means that the vertex is on the plane, a positive +# distance means that the vertex is insider the cull volume, and a negative +# distance means that the point is outside the cull volume. Primitives whose +# vertices all have a negative clip distance for plane i will be discarded. + +[require] +GLSL >= 1.30 +GL_ARB_cull_distance + +[vertex shader] +#version 130 +#extension GL_ARB_cull_distance: enable + +out float gl_CullDistance[1]; + +void main(void) +{ + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_CullDistance[0] = 0; +} + +[fragment shader] +#version 130 +#extension GL_ARB_cull_distance: enable + +void main(void) +{ + gl_FragColor = vec4(0, 1, 0, 1); +} + +[test] +clear color 1.0 0.0 0.0 1.0 +clear +draw rect -1 -1 2 2 +probe all rgba 0.0 1.0 0.0 1.0 diff --git a/tests/spec/arb_cull_distance/vs-cull-distance-vertex-outside-cull-volume.shader_test b/tests/spec/arb_cull_distance/vs-cull-distance-vertex-outside-cull-volume.shader_test new file mode 100644 index 0000000..5f71dd3 --- /dev/null +++ b/tests/spec/arb_cull_distance/vs-cull-distance-vertex-outside-cull-volume.shader_test @@ -0,0 +1,41 @@ +# [description] +# Use one gl_CullDistance values to "cull" away a vertex with a negative value +# supplied to gl_CullDistance. +# +# The gl_CullDistance variable provides a mechanism for controlling user +# culling. The element gl_CullDistance[i] specifies a cull distance for each +# plane i. A distance of 0.0 means that the vertex is on the plane, a positive +# distance means that the vertex is insider the cull volume, and a negative +# distance means that the point is outside the cull volume. Primitives whose +# vertices all have a negative clip distance for plane i will be discarded. + +[require] +GLSL >= 1.30 +GL_ARB_cull_distance + +[vertex shader] +#version 130 +#extension GL_ARB_cull_distance: enable + +out float gl_CullDistance[1]; + +void main(void) +{ + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_CullDistance[0] = -1; +} + +[fragment shader] +#version 130 +#extension GL_ARB_cull_distance: enable + +void main(void) +{ + gl_FragColor = vec4(1, 0, 0, 1); +} + +[test] +clear color 0.0 1.0 0.0 1.0 +clear +draw rect -1 -1 2 2 +probe all rgba 0.0 1.0 0.0 1.0 -- 2.2.2 _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
