File: glsl-fs-shadow2DArray-03.shader_test

package info (click to toggle)
piglit 0~git20200212-f4710c51b-1
  • links: PTS, VCS
  • area: main
  • in suites: bullseye
  • size: 106,972 kB
  • sloc: ansic: 263,763; xml: 48,941; python: 29,918; lisp: 19,789; cpp: 12,142; sh: 22; makefile: 20; pascal: 5
file content (44 lines) | stat: -rw-r--r-- 980 bytes parent folder | download | duplicates (5)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
# [description]
# Test shadow2DArray(sampler2DArrayShadow, vec3) with
#   - depth texture mode = luminance
#   - texture compare func = never

[require]
GLSL >= 1.10
GL_EXT_texture_array

[vertex shader]
#version 110

varying vec4 texcoords;

void main() {
	gl_Position = gl_Vertex;
	texcoords = (gl_Vertex + 1.0) / 2.0;
}

[fragment shader]
#version 110
#extension GL_EXT_texture_array : enable

uniform sampler2DArrayShadow tex;
varying vec4 texcoords;

void main() {
	gl_FragColor = shadow2DArray(tex, vec4(texcoords.x, texcoords.y, 0.0, texcoords.y));
}

[test]
uniform int tex 0
texture shadow2DArray 0 (32, 32, 1)
texparameter 2DArray depth_mode luminance
texparameter 2DArray compare_func never
draw rect -1 -1 2 2

# depth comparison pass
relative probe rgba (0.0, 0.1) (0.0, 0.0, 0.0, 1.0)
relative probe rgba (0.9, 1.0) (0.0, 0.0, 0.0, 1.0)

# depth comparison fail
relative probe rgba (0.1, 0.0) (0.0, 0.0, 0.0, 1.0)
relative probe rgba (1.0, 0.9) (0.0, 0.0, 0.0, 1.0)