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21  * \brief Shader discard statement tests.
138 : TestCaseGroup(context, "discard", "Discard statement tests")
169 inline void evalDiscardAlways (ShaderEvalContext& c) { c.discard(); }
171 inline void evalDiscardDynamic (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); if (c.coords.x()+c.coords.y() > 0.0f) c.discard(); }
177 c.discard();
207 " ${DISCARD};\n"
217 " ${DISCARD};\n"
236 " ${DISCARD};\n"
252 " ${DISCARD};\n"
266 " ${DISCARD};\n"
330 case DISCARDMODE_ALWAYS: return "Always discard";
331 case DISCARDMODE_NEVER: return "Never discard";
332 case DISCARDMODE_UNIFORM: return "Discard based on uniform value";
333 case DISCARDMODE_DYNAMIC: return "Discard based on varying values";
334 case DISCARDMODE_TEXTURE: return "Discard based on texture value";
349 case DISCARDMODE_ALWAYS: params["DISCARD"] = "discard"; break;
350 case DISCARDMODE_NEVER: params["DISCARD"] = "if (false) discard"; break;
351 case DISCARDMODE_UNIFORM: params["DISCARD"] = "if (ui_one > 0) discard"; break;
352 case DISCARDMODE_DYNAMIC: params["DISCARD"] = "if (v_coords.x+v_coords.y > 0.0) discard"; break;
353 case DISCARDMODE_TEXTURE: params["DISCARD"] = "if (texture2D(ut_brick, v_coords.xy*0.25+0.5).x < 0.7) discard"; break;