[Piglit] [PATCH] glsl-fs-shadow2D-clamp-z: test clamping of Z in shadow2D

Eric Anholt eric at anholt.net
Mon Sep 24 12:16:56 PDT 2012


Marek Olšák <maraeo at gmail.com> writes:

> ---
>  .../samplers/glsl-fs-shadow2D-clamp-z.shader_test  |   30 ++++++++++++++++++++
>  1 file changed, 30 insertions(+)
>  create mode 100644 tests/spec/glsl-1.10/execution/samplers/glsl-fs-shadow2D-clamp-z.shader_test
>
> diff --git a/tests/spec/glsl-1.10/execution/samplers/glsl-fs-shadow2D-clamp-z.shader_test b/tests/spec/glsl-1.10/execution/samplers/glsl-fs-shadow2D-clamp-z.shader_test
> new file mode 100644
> index 0000000..01c91bc
> --- /dev/null
> +++ b/tests/spec/glsl-1.10/execution/samplers/glsl-fs-shadow2D-clamp-z.shader_test
> @@ -0,0 +1,30 @@
> +# Test that the Z texture coordinate is clamped to [0,1] prior to the comparison.

I was surprised.  A cite would be nice.

# From the GL 3.3 core specification, section 3.8.16 "Texture Comparison
# Modes":
#
#     If the texture’s internal format indicates a fixed-point depth
#     texture, then Dt and Dref are clamped to the range [0, 1];
#     otherwise no clamping is performed.
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