1. 09 Dec, 2020 7 commits
  2. 08 Dec, 2020 10 commits
  3. 03 Dec, 2020 4 commits
  4. 02 Dec, 2020 2 commits
  5. 28 Nov, 2020 1 commit
  6. 26 Nov, 2020 2 commits
  7. 23 Nov, 2020 3 commits
  8. 21 Nov, 2020 1 commit
  9. 16 Nov, 2020 2 commits
  10. 14 Nov, 2020 2 commits
    • Nanley Chery's avatar
      gl-3.0/clearbuffer-depth-stencil: Test clamping · 0fda9f67
      Nanley Chery authored
      OpenGL 3.0 spec, section 4.2.3 "Clearing the Buffers":
      
         depth and stencil are the values to clear the depth and
         stencil buffers to, respectively. Clamping and type
         conversion for fixed-point depth buffers are performed
         in the same fashion as for ClearDepth.
      
      generate_simple_fbo generates a fixed-point depth buffer, so the
      clamping applies. Note that there's now some implicit communication
      happening between these two modules.
      
      Demonstrates that mesa/iris currently lacks clamping.
      Reviewed-by: Lionel Landwerlin's avatarLionel Landwerlin <lionel.g.landwerlin@intel.com>
      Part-of: <mesa/piglit!406>
      0fda9f67
    • Nanley Chery's avatar
      gl-3.0/clearbuffer-depth: Test required clamping · 399e2c7a
      Nanley Chery authored
      OpenGL 3.0 spec, section 4.2.3 "Clearing the Buffers":
      
         If buffer is DEPTH, drawbuffer must be zero, and value points to the
         single depth value to clear the depth buffer to. Clamping and type
         conversion for fixed-point depth buffers are performed in the same
         fashion as for ClearDepth.
      
      generate_simple_fbo generates a fixed-point depth buffer, so the
      clamping applies. Note that there's now some implicit communication
      happening between these two modules.
      
      Demonstrates that mesa/iris currently lacks clamping.
      Reviewed-by: Lionel Landwerlin's avatarLionel Landwerlin <lionel.g.landwerlin@intel.com>
      Part-of: <mesa/piglit!406>
      399e2c7a
  11. 13 Nov, 2020 1 commit
  12. 12 Nov, 2020 2 commits
  13. 11 Nov, 2020 3 commits
    • Tapani Pälli's avatar
      ext_external_objects: require export feature flag only when required · 0e36878f
      Tapani Pälli authored
      Currently framework requires external memory feature for all images,
      even when export did not happen. As example vk-image-display that
      requires export for depth attachment even though it is not required.
      
      This patch makes it possible for tests to set which buffers require
      export and thus makes it possible for drivers that would not support
      depth/stencil export to pass tests that do not require it.
      Signed-off-by: Tapani Pälli's avatarTapani Pälli <tapani.palli@intel.com>
      Reviewed-by: Eleni Maria Stea's avatarEleni Maria Stea <estea@igalia.com>
      Part-of: <mesa/piglit!397>
      0e36878f
    • Erik Faye-Lund 's avatar
      arb_direct_state_access: do not use core-context · b96b914c
      Erik Faye-Lund authored
      This test calls fbo_formats_init, which in turn calls
      fbo_formats_init_test_set, which finally requires
      the GL_ARB_texture_env_combine extension. That extension makes no sense
      in core-contexts, where the fixed-function pipeline has been removed.
      So we end up bailing the entire test in this case.
      
      Running this in compatibility-context instead reveals that several
      mesa-drivers are broken, and crash when this test is run.
      Reviewed-by: default avatarMarek Olšák <marek.olsak@amd.com>
      Part-of: <mesa/piglit!410>
      b96b914c
    • Eleni Maria Stea's avatar
      ext_external_objects/vk-depth-display: New interoperability test · 0fb766e9
      Eleni Maria Stea authored
      The purpose of the test is to reuse a Vulkan depth buffer from OpenGL.
      The test first draws something with Vulkan with the z buffer enabled in
      depth 0.33. The Vulkan z buffer is then imported in OpenGL, where it is
      used as the depth attachment of a framebuffer object. The color attachment
      of the same framebuffer object is first cleared to green. Then, it is
      used as render target to render a blue quad in depth 0.66. The final
      result must be: a blue quad with a smaller green quad in the middle, as
      the region that has depth 0.33 is hiding the blue quad.
      
      v2:
        * removed gl_target variable
        * used local variable vk_depth_format instead of global depth_format
          in the test
      
      v3:
        * fixed issue with draw: depth attachment is required otherwise
          the barrier won't be set and test won't pass on the GPUs that
          require it
      
      v4:
        * removed leftover comment from CMakeLists.gl.txt
      
      v5:
        * UINT 24/8 depth/stencil format is not supported on amdgpus, and so
          if the vendor is "AMD", we'd rather use a supported one.
      
      v6:
        * Replaced the v5 change with an iteration through all depth formats
          (splitted the test in subtests).
      
      v7:
        * Replaced left over code for AMD.
      
      v8:
        * Renamed all_formats array to depth_stencil_formats for clarity.
      Signed-off-by: Eleni Maria Stea's avatarEleni Maria Stea <estea@igalia.com>
      0fb766e9