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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
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