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authorNicolai Hähnle <nicolai.haehnle@amd.com>2016-01-19 14:01:06 -0500
committerNicolai Hähnle <nicolai.haehnle@amd.com>2016-01-21 16:37:20 -0500
commit33a33dee5bcf948b6b4510c3553d592ec663beef (patch)
treea5c10e4cd41193c2aa43f8b62e7e143b0baec105
parent3e3e873b2f38044dad60ba4103e352d8a76f41d1 (diff)
Add glsl-fs-discard-only.shader_test
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 Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
-rw-r--r--tests/spec/glsl-1.10/glsl-fs-discard-only.shader_test22
1 files changed, 22 insertions, 0 deletions
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 000000000..5b9402b7e
--- /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