Fixed TexturedTriangleCD and upgraded to actually clip the top corner
of the triangle. Also renamed test to TexturedTriangleClip.
diff --git a/tests/compiler_render_tests.cpp b/tests/compiler_render_tests.cpp
index 777df14..42b33f1 100644
--- a/tests/compiler_render_tests.cpp
+++ b/tests/compiler_render_tests.cpp
@@ -1855,18 +1855,18 @@
DrawTexturedTriangle(vertShaderText, fragShaderText);
}
-TEST_F(XglRenderTest, TexturedTriangleCD)
+TEST_F(XglRenderTest, TexturedTriangleClip)
{
// The expected result from this test is a red and green checkered triangle
static const char *vertShaderText =
- "#version 140\n"
+ "#version 330\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) out vec2 samplePos;\n"
- //"out gl_PerVertex {\n"
- //" vec4 gl_Position;\n"
- //" float gl_ClipDistance[1];\n"
- //"};\n"
+ "out gl_PerVertex {\n"
+ " vec4 gl_Position;\n"
+ " float gl_ClipDistance[1];\n"
+ "};\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
@@ -1876,7 +1876,11 @@
" positions[0] = vec2( 0.0, 0.0);\n"
" positions[1] = vec2( 1.0, 0.0);\n"
" positions[2] = vec2( 1.0, 1.0);\n"
- //" gl_ClipDistance[0] = 0.0;\n"
+ " float dists[3];\n"
+ " dists[0] = 1.0;\n"
+ " dists[1] = 1.0;\n"
+ " dists[2] = -1.0;\n"
+ " gl_ClipDistance[0] = dists[gl_VertexID % 3];\n"
" samplePos = positions[gl_VertexID % 3];\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
@@ -1894,7 +1898,7 @@
" outColor = texColor;\n"
"}\n";
- XglTestFramework::m_use_bil = true;
+ XglTestFramework::m_use_bil = false;
DrawTexturedTriangle(vertShaderText, fragShaderText);
}