Remove check for depthBounds support in frag depth tests
authorAlexander Galazin <alexander.galazin@arm.com>
Mon, 2 Oct 2017 07:13:02 +0000 (09:13 +0200)
committerAlexander Galazin <Alexander.Galazin@arm.com>
Thu, 5 Oct 2017 18:06:04 +0000 (14:06 -0400)
The tests validate gl_FragDepth. This builtin should not
require any extra feature to be supported.

Components: Vulkan

VK-GL-CTS: 690

Affects: dEQP-VK.glsl.builtin_var.fragdepth.*

Change-Id: I7df775d074e5b9e6dd01f573f5a8545f3db72550

external/vulkancts/modules/vulkan/shaderrender/vktShaderRenderBuiltinVarTests.cpp

index ce91373..78a167c 100644 (file)
@@ -792,7 +792,6 @@ TestStatus BuiltinFragDepthCaseInstance::iterate (void)
                drawState.compareOp                                     = rr::TESTFUNC_ALWAYS;
                drawState.depthTestEnable                       = true;
                drawState.depthWriteEnable                      = true;
-               drawState.depthBoundsTestEnable         = true;
                drawState.sampleShadingEnable           = true;
                vulkanProgram.depthImageView            = *depthImageView;
                vulkanProgram.descriptorSetLayout       = *descriptorSetLayout;
@@ -1837,6 +1836,7 @@ void BuiltinFragDepthCase::initPrograms (SourceCollections& programCollection) c
                                << "void main()\n"
                                << "{\n"
                                << "    gl_Position = position;\n"
+                               << "    gl_PointSize = 1.0;\n"
                                << "}\n";
                        programCollection.glslSources.add("FragDepthVert") << glu::VertexSource(vertexSource.str());
                }
@@ -1851,6 +1851,7 @@ void BuiltinFragDepthCase::initPrograms (SourceCollections& programCollection) c
                                << "void main()\n"
                                << "{\n"
                                << "    gl_Position = position;\n"
+                               << "    gl_PointSize = 1.0;\n"
                                << "    texCoord = position.xy/2 + vec2(0.5);\n"
                                << "}\n";
                        programCollection.glslSources.add("FragDepthVertPass2") << glu::VertexSource(vertexSource.str());