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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_diff;
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 subtraction if the borrow result isn't used.
*/
uvec4 borrow;
uvec4 diff = usubBorrow(x, y, borrow);
if (diff != expected_diff)
frag_color.r = 1.0;
}
[test]
uniform uvec4 x 1 2 3 4
uniform uvec4 y 0 1 2 3
uniform uvec4 expected_diff 1 1 1 1
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
uniform uvec4 x 4 3 2 1
uniform uvec4 y 4 4 4 4
uniform uvec4 expected_diff 0 0xFFFFFFFF 0xFFFFFFFE 0xFFFFFFFD
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
uniform uvec4 x 0xFFFFFFFE 0xFFFFFFFF 0x80000000 0
uniform uvec4 y 0xFFFFFFFF 0xFFFFFFFF 0xFFFFFFFF 0
uniform uvec4 expected_diff 0xFFFFFFFF 0 0x80000001 0
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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