[Piglit] [PATCH 2/2] Add glsl-fs-discard-only.shader_test

Ilia Mirkin imirkin at alum.mit.edu
Tue Jan 19 12:39:13 PST 2016


On Tue, Jan 19, 2016 at 3:33 PM, Nicolai Hähnle <nhaehnle at gmail.com> wrote:
> On 19.01.2016 15:25, Ilia Mirkin wrote:
>>
>> On Tue, Jan 19, 2016 at 3:22 PM, Ilia Mirkin <imirkin at alum.mit.edu> wrote:
>>>
>>> On Tue, Jan 19, 2016 at 3:20 PM, Nicolai Hähnle <nhaehnle at gmail.com>
>>> wrote:
>>>>
>>>> From: Nicolai Hähnle <nicolai.haehnle at amd.com>
>>>>
>>>> Test a pure depth write with conditional discard in the fragment shader.
>>>> This currently fails in radeonsi.
>>>>
>>>> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93761
>>>> ---
>>>>   tests/shaders/glsl-fs-discard-only.shader_test | 26
>>>> ++++++++++++++++++++++++++
>>>>   1 file changed, 26 insertions(+)
>>>>   create mode 100644 tests/shaders/glsl-fs-discard-only.shader_test
>>>>
>>>> diff --git a/tests/shaders/glsl-fs-discard-only.shader_test
>>>> b/tests/shaders/glsl-fs-discard-only.shader_test
>>>> new file mode 100644
>>>> index 0000000..5585922
>>>> --- /dev/null
>>>> +++ b/tests/shaders/glsl-fs-discard-only.shader_test
>>>> @@ -0,0 +1,26 @@
>>>> +[require]
>>>> +GLSL >= 1.10
>>>> +depthbuffer
>>>> +
>>>> +[vertex shader]
>>>
>>>
>>> [vertex shader passthrough]
>
>
> Good point.
>
>> Oh, and this should probably go into tests/spec/glsl-1.10
>>
>> (hm, seems like piglit only has tests for discard starting glsl
>> 1.30... but I assume it was a feature in 1.10 too? odd.)
>
>
> There are more discard tests in tests/shaders, which is why I put that here.
> But sure, I can put this in tests/spec/glsl-1.10. Probably makes sense to
> move the others as well while I'm at it, what do you think?

Definitely not in this commit :) I don't really care, I just have
heard that there's a desire to avoid the tests/bunch-o-random-tests/
style directories, and am echo'ing it again. Categorizing those big
dirs sounds good to me too.

>
> Cheers,
> Nicolai
>
>
>>
>>>
>>>> +void main()
>>>> +{
>>>> +       gl_Position = gl_Vertex;
>>>> +}
>>>> +
>>>> +[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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