mesa: 1348b320d888eeb1144fb3cee58624891bcdbc71 (master) render_depthrange.c tests\spec\arb_viewport_array\render_depthrange.c(112) : warning C4305: 'initializing' : truncation from 'double' to 'GLfloat' tests\spec\arb_viewport_array\render_depthrange.c(113) : error C2057: expected constant expression tests\spec\arb_viewport_array\render_depthrange.c(113) : error C2466: cannot allocate an array of constant size 0 tests\spec\arb_viewport_array\render_depthrange.c(113) : error C2133: 'colors' : unknown size tests\spec\arb_viewport_array\render_depthrange.c(159) : warning C4244: 'function' : conversion from 'GLfloat' to 'int', commit 16ecdf4bf0a461a26fbf5baa05e535b66ce52c18 Author: Jon Ashburn <jon@lunarg.com> Date: Tue Oct 29 09:48:12 2013 -0600 ARB_viewport_array: Rendering test with multiple depthranges Draws quads into a single framebuffer surface with multiple viewports via a geometry shader. Each different viewport has a different DepthRange. The fragment shader outputs a color based on the depthRange, z, and viewport index. Confirm that each quad has the correct color and therefore has the correct depthRange for that viewport index. Tested on Nvidia Quadro 600, test passes. Reviewed-by: Brian Paul <brianp@vmware.com> Signed-off-by: Jon Ashburn <jon@lunarg.com>
Fixed w/ commit 935aaec7a4b710a411e74344ba0d862bd89622ea
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