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author | Eric Anholt <eric@anholt.net> | 2012-08-06 14:24:18 -0700 |
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committer | Eric Anholt <eric@anholt.net> | 2012-08-23 13:15:53 -0700 |
commit | 060d3587db7da69cbb5cf8d635a62fd3d3555edd (patch) | |
tree | be24221aac05c177b78ba2a2d9836df70d59fbdb /tests/spec/glsl-1.10/execution/fs-saturate-pow.shader_test | |
parent | 590ab8f6c424e17db2f2bf3d3abf9227ea108ece (diff) | |
download | piglit-060d3587db7da69cbb5cf8d635a62fd3d3555edd.tar.gz |
glsl-1.10: Add tests for a bunch of i965 code generation bugs.
It turns out that everywhere I looked, there were bugs related to
saturate handling with math.
Diffstat (limited to 'tests/spec/glsl-1.10/execution/fs-saturate-pow.shader_test')
-rw-r--r-- | tests/spec/glsl-1.10/execution/fs-saturate-pow.shader_test | 21 |
1 files changed, 21 insertions, 0 deletions
diff --git a/tests/spec/glsl-1.10/execution/fs-saturate-pow.shader_test b/tests/spec/glsl-1.10/execution/fs-saturate-pow.shader_test new file mode 100644 index 00000000..78e2d5db --- /dev/null +++ b/tests/spec/glsl-1.10/execution/fs-saturate-pow.shader_test @@ -0,0 +1,21 @@ +[vertex shader] +void main() +{ + gl_Position = gl_Vertex; +} + +[fragment shader] +uniform vec4 x; +uniform vec4 y; + +void main() +{ + gl_FragColor = 0.25 + clamp(pow(x, y), 0.0, 1.0) * 0.5; +} + +[test] +uniform vec4 x 0.5 2.0 0.5 1.0 +uniform vec4 y 2.0 0.5 -1.0 1.0 + +draw rect -1 -1 2 2 +probe all rgba 0.375 0.75 0.75 0.75 |