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# This tests for a bug in loop unrolling where we were detecting 2 breaks in
# the loop but only found a single terminator (exit condition). The result was
# we were attempting to do a complex unroll but failing half way through the
# unroll process. As a result we ended up creating an infinite loop.
[require]
GLSL >= 1.10
[vertex shader]
uniform int loop_break;
void main()
{
gl_Position = gl_Vertex;
vec4 colour;
int j = 0;
for (int i = 0; i < 4; i++) {
colour = vec4(0.0, 1.0, 0.0, 1.0);
if (i >= 2) {
j++; // we use this so the if doesn't get reduced to a series of bcsel
if (loop_break == 1 || j == loop_break) {
colour = vec4(1.0, 0.0, 0.0, 1.0);
break;
}
}
}
gl_FrontColor = colour;
}
[fragment shader]
void main()
{
gl_FragColor = gl_Color;
}
[test]
clear color 0.5 0.5 0.5 0.5
uniform int loop_break 0
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
uniform int loop_break 1
draw rect -1 -1 2 2
probe all rgba 1.0 0.0 0.0 1.0
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