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# This test exercises a bug in mesa as of 5/19.12: constant
# propagation fails to detect that array indexing into a vector might
# kill any component of the vector.
[require]
GLSL >= 1.10
[vertex shader]
void main()
{
gl_Position = gl_Vertex;
}
[fragment shader]
#define RED vec4(1.0, 0.0, 0.0, 0.0)
#define GREEN vec4(0.0, 1.0, 0.0, 0.0)
uniform int three;
uniform float five;
void main()
{
vec4 v = vec4(1.0, 2.0, 3.0, 4.0);
// If the bug is present, constant propagation will see a scalar on
// the RHS, and incorrectly conclude that therefore only v.x is
// killed.
v[three] = five;
vec4 color = v.a == 5.0 ? GREEN : RED;
// If the bug is present, then index and new_value will be optimized
// away, making shader_runner fail to assign uniforms. To avoid
// that, multiply color by (five - three - 1.0).
gl_FragColor = color * (five - float(three) - 1.0);
}
[test]
uniform int three 3
uniform float five 5.0
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 0.0
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