Results for spec/AMD_conservative_depth/glsl-1.30/compiler/depth-unchanged-01.frag

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.519926071167
note
Returncode was 1
command
/home/airlied/piglit/framework/../bin/glslparsertest tests/spec/amd_conservative_depth/glsl-1.30/compiler/depth-unchanged-01.frag pass 1.30 GL_AMD_conservative_depth
errors
  • Failed to compile fragment shader tests/spec/amd_conservative_depth/glsl-1.30/compiler/depth-unchanged-01.frag: Fragment shader failed to compile with the following errors:
  • ERROR: 0:18: error(#61) Required extension isn't found, extension 'GL_AMD_conservative_depth' is not supported
  • ERROR: error(#273) 1 compilation errors.  No code generated
info
Returncode: 1

Errors:
Failed to compile fragment shader tests/spec/amd_conservative_depth/glsl-1.30/compiler/depth-unchanged-01.frag: Fragment shader failed to compile with the following errors:
ERROR: 0:18: error(#61) Required extension isn't found, extension 'GL_AMD_conservative_depth' is not supported
ERROR: error(#273) 1 compilation errors.  No code generated



Output:
Shader source:
// [config]
// expect_result: pass
// glsl_version: 1.30
// require_extensions: GL_AMD_conservative_depth
// [end config]
//
// From the AMD_conservative_depth spec:
//      Redeclarations are performed as follows:
//
//          out float gl_FragDepth;                             // Redeclaration that changes nothing is allowed
//
//          layout (depth_any) out float gl_FragDepth;          // Assume that gl_FragDepth may be modified in any way
//          layout (depth_greater) out float gl_FragDepth;      // Assume that gl_FragDepth may be modified such that its value will only increase
//          layout (depth_less) out float gl_FragDepth;         // Assume that gl_FragDepth may be modified such that its value will only decrease
//          layout (depth_unchanged) out float gl_FragDepth;    // Assume that gl_FragDepth will not be modified

#version 130
#extension GL_AMD_conservative_depth: require

layout (depth_unchanged) out float gl_FragDepth;

float f() {
    return 0.0;
}

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