Ahh, this makes more sense. Thanks Tim! Reviewed-by: Kenneth Graunke <kenn...@whitecape.org>
On Thursday, August 1, 2019 7:24:22 PM PDT Timothy Arceri wrote: > The expected projection wasn't being applied. > --- > .../tes-clip-vertex-different-from-position.shader_test | 5 ++--- > 1 file changed, 2 insertions(+), 3 deletions(-) > > diff --git > a/tests/spec/arb_tessellation_shader/execution/compatibility/tes-clip-vertex-different-from-position.shader_test > > b/tests/spec/arb_tessellation_shader/execution/compatibility/tes-clip-vertex-different-from-position.shader_test > index b96ac10e4..4a0483c35 100644 > --- > a/tests/spec/arb_tessellation_shader/execution/compatibility/tes-clip-vertex-different-from-position.shader_test > +++ > b/tests/spec/arb_tessellation_shader/execution/compatibility/tes-clip-vertex-different-from-position.shader_test > @@ -27,12 +27,12 @@ void main(void) > layout(quads) in; > > void main() { > - gl_Position = vec4(gl_TessCoord.xy * 2 - 1, 0, 1);; > + gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_TessCoord.xy * 2 - > 1, 0, 1); > > // Transform gl_ClipVertex in an arbitrary way so that > // we can verify it is being used for clipping instead of > // gl_Position. > - gl_ClipVertex = gl_Position * vec4(10.0, 10.0, 1.0, 1.0); > + gl_ClipVertex = vec4(gl_TessCoord.xy * 2 - 1, 0, 1) * vec4(10.0, 10.0, > 1.0, 1.0); > } > > [fragment shader] > @@ -70,7 +70,6 @@ enable GL_CLIP_PLANE5 > > patch parameter vertices 1 > draw arrays GL_PATCHES 0 1 > -#draw rect 0.1 0.1 0.8 0.8 > > # Test points inside each hexagon edge > relative probe rgba (0.3, 0.4) (1.0, 1.0, 1.0, 1.0) >
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