Depth Buffer / Discard Test
This test draws two triangles partly obscuring each other using the depth buffer. The fragment shader has a discard operation that makes a slot in the triangle transparent. On radeon, we see that the part of the obscured triangle correctly appears in the slot. On GC7000L with etnaviv, it does not appear. Setting ETNA_MESA_DEBUG=no_early_z
does not change the behaviour.
Compile with ./build.sh
Run with ./raw-opengl