File: vs-call-in-nested-loop.shader_test

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# Check that loop analysis properly accounts for the side effects of a
# function call, even if that function call appears inside a nested
# loop.

[require]
GLSL >= 1.10

[vertex shader]
int i;
int num_calls_to_foo;
attribute vec4 piglit_vertex;
varying vec4 color;

void foo()
{
  num_calls_to_foo++;
  i = 2;
}

void main()
{
  num_calls_to_foo = 0;
  for (i = 0; i < 3; i++) { // Executes once, since foo() sets i to 2
    for (int j = 0; j < 3; j++) { // Executes 3 times
      foo();
    }
  }
  gl_Position = piglit_vertex;
  if (num_calls_to_foo == 3)
    color = vec4(0.0, 1.0, 0.0, 1.0);
  else
    color = vec4(1.0, 0.0, 0.0, 1.0);
}

[fragment shader]
varying vec4 color;

void main()
{
  gl_FragColor = color;
}

[test]
draw rect -1 -1 2 2
probe all rgba 0 1 0 1