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path: root/tests/shaders/really-big-triangle.shader_test
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[require]
GLSL >= 1.10

[vertex shader]
/**
 * Test i965 guardband limits by drawing a really huge triangle.  The
 * guardband allows primitives to be trivially accepted by the clip stage
 * without incurring the overhead of actual clipping.  However, there are
 * generation-specific limits on the size of a primitive, and software is
 * supposed to ensure that clipping reduces primitives to not exceed that.
 * Otherwise, coordinates are clamped to fit within that range, causing
 * the primitive to be drawn incorrectly.
 *
 * This makes sure we program the guardband size correctly; otherwise, the
 * triangle's vertices will be clamped instead of clipped, resulting in a
 * change in position and slope.
 */
attribute vec4 vertex;
void main()
{
	gl_Position = gl_ModelViewProjectionMatrix * vertex;
}

[fragment shader]
void main()
{
	gl_FragColor = vec4(1.0);
}

[vertex data]
vertex/float/2
-28000.0 -3700.0
 37000.0 -3700.0
 37000.0  5300.0

[test]
clear color 0.0 0.0 0.0 0.0
clear
ortho
draw arrays GL_TRIANGLE_FAN 0 3
probe rgb   2 175 1.0 1.0 1.0
probe rgb 122 192 1.0 1.0 1.0
probe rgb 201 203 1.0 1.0 1.0
probe rgb 245 199 1.0 1.0 1.0

probe rgb   2 180 0.0 0.0 0.0
probe rgb 122 198 0.0 0.0 0.0
probe rgb 201 208 0.0 0.0 0.0
probe rgb 245 214 0.0 0.0 0.0