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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_lsb;
void main()
{
frag_color = vec4(0.0, 1.0, 0.0, 1.0);
uvec4 msb, lsb;
umulExtended(x, y, msb, lsb);
if (lsb != expected_lsb)
frag_color.b = 1.0;
}
[test]
uniform uvec4 x 1 1 1 1
uniform uvec4 y 1 2 3 4
uniform uvec4 expected_lsb 1 2 3 4
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
uniform uvec4 x 0x10000000 0x10000000 0xFFFFFFFF 0xFFFFFFFF
uniform uvec4 y 0x10 0x11 0x2 0xFFFFFFFF
uniform uvec4 expected_lsb 0 0x10000000 0xFFFFFFFE 0x1
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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