File: fs-discard-deep-branch.shader_test

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# This tests discard in nested if-statements. The additional code in the outer
# if-statement caused this to miscompile in Mesa.

[require]
GLSL >= 1.10
SIZE 20 20

[vertex shader passthrough]

[fragment shader]
uniform bool use_discard;
uniform float boundary;
uniform vec4 color;

void main()
{
	if (use_discard) {
		float tmp;
		tmp = boundary * 0.5;
		if (gl_FragCoord.x < tmp)
			discard;
	}

	gl_FragColor = color;
}

[test]
clear color 1.0 0.0 0.0 1.0
clear

uniform uint use_discard 1
uniform float boundary 20.0
uniform vec4 color 0.0 1.0 0.0 1.0

draw rect -1 -1 2 2
probe rect rgba (0, 0, 10, 20) (1.0, 0.0, 0.0, 1.0)
probe rect rgba (10, 0, 10, 20) (0.0, 1.0, 0.0, 1.0)

uniform uint use_discard 0
uniform vec4 color 0.0 0.0 1.0 1.0
draw rect -1 -1 2 2
probe all rgba 0.0 0.0 1.0 1.0