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[require]
GLSL >= 1.50
GL_ARB_gpu_shader5
[vertex shader]
#extension GL_ARB_gpu_shader5 : enable
in vec4 piglit_vertex;
out vec4 color;
uniform uint zero;
uniform uvec4 x, y;
uniform uvec4 expected_msb;
void main()
{
gl_Position = piglit_vertex;
color = vec4(0.0, 1.0, 0.0, 1.0);
uvec4 xx = x + zero;
uvec4 yy = y + zero;
uvec4 msb, lsb;
umulExtended(xx, yy, msb, lsb);
if (msb != expected_msb)
color.r = 1.0;
}
[fragment shader]
in vec4 color;
out vec4 frag_color;
void main()
{
frag_color = color;
}
[test]
uniform uint zero 0
uniform uvec4 x 1 1 1 1
uniform uvec4 y 1 2 3 4
uniform uvec4 expected_msb 0 0 0 0
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_msb 0x1 0x1 0x1 0xFFFFFFFE
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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