File: ssbo-atomicCompSwap-float-NaN.shader_test

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[require]
GL >= 3.3
GLSL >= 3.30
GL_ARB_shader_storage_buffer_object
GL_INTEL_shader_atomic_float_minmax

[vertex shader passthrough]

[fragment shader]
#extension GL_ARB_shader_storage_buffer_object: require
#extension GL_INTEL_shader_atomic_float_minmax: require

layout(binding = 0, std430) buffer bufblock {
	float value[8];
};

#define POS_NAN(x) (0x7f800000u | (0x007fffffu & uint(x)))
#define NEG_NAN(x) (0xff800000u | (0x007fffffu & uint(x)))

uniform uint comparitors[] = uint[](POS_NAN(0x00ffffff),
				    NEG_NAN(0x00ffffff),
				    POS_NAN(0x00555555),
				    NEG_NAN(0x00555555),
				    POS_NAN(0x00aaaaaa),
				    NEG_NAN(0x00aaaaaa),
				    floatBitsToUint(0.0),
				    floatBitsToUint(1.0));

out vec4 color;

void main()
{
	uint idx = uint(gl_FragCoord.x + gl_FragCoord.y) % uint(value.length());

	/* This compare-and-swap should never succeed because NaN is never
	 * equal to anything.  Either the value in the SSBO or the value being
	 * compared is NaN.  If the compare-and-swap succeeds, the SSBO
	 * element will forever be set to float(idx).
	 */
	atomicCompSwap(value[idx],
		       uintBitsToFloat(comparitors[idx]),
		       42.0);

	color = value[idx] == 42.0
		? vec4(1.0, 0.0, 0.0, 1.0)
		: vec4(0.0, 1.0, 0.0, 1.0);
}

[test]
ssbo 0 32
ssbo 0 subdata int  0 0x7fffffff
ssbo 0 subdata int  4 0xffffffff
ssbo 0 subdata int  8 0x7fd55555
ssbo 0 subdata int 12 0xffd55555
ssbo 0 subdata float 16 0.0
ssbo 0 subdata float 20 1.0
ssbo 0 subdata int 24 0x7faaaaaa
ssbo 0 subdata int 28 0xffaaaaaa

clear color 0.5 0.5 0.5 0.5
clear

draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0