File: fs-uaddCarry-only-add.shader_test

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[require]
GLSL >= 1.50
GL_ARB_gpu_shader5

[vertex shader passthrough]

[fragment shader]
#extension GL_ARB_gpu_shader5 : enable

out vec4 frag_color;

uniform uvec4 x, y;
uniform uvec4 expected_sum;

void main()
{
	frag_color = vec4(0.0, 1.0, 0.0, 1.0);

	/* Test that optimization passes like dead code elimination don't
	 * eliminate the addition if the carry result isn't used.
	 */
	uvec4 carry;
	uvec4 sum = uaddCarry(x, y, carry);

	if (sum != expected_sum)
		frag_color.r = 1.0;
}

[test]
uniform uvec4 x 0 1 2 3
uniform uvec4 y 1 2 3 4
uniform uvec4 expected_sum 1 3 5 7
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0

uniform uvec4 x 0 1 1 2
uniform uvec4 y 0xFFFFFFFF 0xFFFFFFFF 0xFFFFFFFE 0xFFFFFFFE
uniform uvec4 expected_sum 0xFFFFFFFF 0 0xFFFFFFFF 0
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0

uniform uvec4 x 2 3 2 3
uniform uvec4 y 0xFFFFFFFF 0xFFFFFFFF 0xFFFFFFFE 0xFFFFFFFE
uniform uvec4 expected_sum 1 2 0 1
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0

uniform uvec4 x 0x80000000 0x80000000 0x80000000 0x80000001
uniform uvec4 y 0x80000000 0x80000001 0x7FFFFFFF 0x7FFFFFFF
uniform uvec4 expected_sum 0 1 0xFFFFFFFF 0
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0