Reviewed-by: Marek Olšák <[email protected]>

Marek

On Mon, Jun 13, 2016 at 12:19 PM, Nicolai Hähnle <[email protected]> wrote:
> Based on the test in https://bugs.freedesktop.org/show_bug.cgi?id=95130
> which exposed an error in radeonsi non-monolithic fragment shaders.
> ---
>  .../execution/fs-fwidth-color.shader_test          | 44 
> ++++++++++++++++++++++
>  1 file changed, 44 insertions(+)
>  create mode 100644 tests/spec/glsl-1.30/execution/fs-fwidth-color.shader_test
>
> diff --git a/tests/spec/glsl-1.30/execution/fs-fwidth-color.shader_test 
> b/tests/spec/glsl-1.30/execution/fs-fwidth-color.shader_test
> new file mode 100644
> index 0000000..c5d050b
> --- /dev/null
> +++ b/tests/spec/glsl-1.30/execution/fs-fwidth-color.shader_test
> @@ -0,0 +1,44 @@
> +# Tests that fwidth (as a stand-in for derivatives more generally) works
> +# correctly with gl_Color along boundary pixels.
> +#
> +# A rotated triangle is drawn with a constant color, with the fragment
> +# shader returning fwidth(color) -- that is, all drawn pixels should be
> +# black.
> +#
> +# See https://bugs.freedesktop.org/show_bug.cgi?id=95130
> +#
> +[require]
> +GLSL >= 1.30
> +GL_ARB_explicit_attrib_location
> +
> +[vertex shader]
> +#version 130
> +
> +in vec4 piglit_vertex;
> +
> +void main()
> +{
> +       float pi = 3.141592653589793;
> +       float rotation = 0.13;
> +       float angle = float(gl_VertexID) * (2 * pi / 3) + rotation;
> +       gl_Position = vec4(sin(angle), -cos(angle), 0.5, 1.0);
> +       gl_FrontColor = vec4(0.5);
> +}
> +
> +[fragment shader]
> +#version 130
> +#extension GL_ARB_explicit_attrib_location : enable
> +
> +layout(location = 0) out vec4 outcolor;
> +in vec4 attrib;
> +
> +void main()
> +{
> +       outcolor = fwidth(gl_Color);
> +}
> +
> +[test]
> +clear color 0.0 0.0 0.0 0.0
> +clear
> +draw arrays GL_TRIANGLES 0 3
> +probe all rgba 0 0 0 0
> --
> 2.7.4
>
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