Skip uncommitted depth/stencil test validation
authorJeannot Breton <jbreton@nvidia.com>
Thu, 25 May 2017 00:40:47 +0000 (19:40 -0500)
committerAlexander Galazin <Alexander.Galazin@arm.com>
Mon, 29 May 2017 07:38:01 +0000 (03:38 -0400)
commitd8c19ffb310cea5af1e79419b62ab915989002d4
treec955544afe1b9a22789dc541c266171d4c5dbb73
parent77bed170bfd1332e9e2bfa0dda777606c2916f81
Skip uncommitted depth/stencil test validation

The test in UncommittedDepthStencil expects the stencil buffer to be
unmodified because the shader is doing an uncommitted sparse fetch

This is incorrect, the depth/stencil should be unmodified only if
the depth/stencil buffer are uncommitted and it's not the case,
they are fully-committed non-sparse depth/stencil buffer

This change skip uncommitted depth/stencil test validation

Affects:

KHR-GL45.sparse_texture2_tests.*

Components: OpenGL

VK-GL-CTS issue: 439

Change-Id: I909937081f7058d0fbc57469626ab3d34d43486a
external/openglcts/modules/gl/gl4cSparseTexture2Tests.cpp