From: Nicolai Hähnle <nicolai.haeh...@amd.com>

Test a pure depth write with conditional discard in the fragment shader.
This currently fails in radeonsi.

v2: use vertex shader passthrough and move to tests/spec/glsl-1.10 (Ilia Mirkin)

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93761
---
 .../glsl-1.10/glsl-fs-discard-only.shader_test     | 22 ++++++++++++++++++++++
 1 file changed, 22 insertions(+)
 create mode 100644 tests/spec/glsl-1.10/glsl-fs-discard-only.shader_test

diff --git a/tests/spec/glsl-1.10/glsl-fs-discard-only.shader_test 
b/tests/spec/glsl-1.10/glsl-fs-discard-only.shader_test
new file mode 100644
index 0000000..5b9402b
--- /dev/null
+++ b/tests/spec/glsl-1.10/glsl-fs-discard-only.shader_test
@@ -0,0 +1,22 @@
+[require]
+GLSL >= 1.10
+depthbuffer
+
+[vertex shader passthrough]
+
+[fragment shader]
+void main()
+{
+       if (gl_FragCoord.x < 10.0)
+               discard;
+}
+
+[test]
+clear depth 1.0
+clear
+enable GL_DEPTH_TEST
+draw rect -1 -1 2 2
+probe depth 0 0 1.0
+probe depth 9 0 1.0
+probe depth 10 0 0.5
+probe depth 11 0 0.5
-- 
2.5.0

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