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# In commit 5b908db604b ("nir/flrp: Lower flrp(±1, b, c) and flrp(a,
# ±1, c) differently"), Mesa added an optimization for the lowering of
# mix() on platforms that lack a native LRP instruction. There was a
# bug in this lowering, and this test exercises it.
[require]
GLSL >= 1.20
[vertex shader passthrough]
[fragment shader]
uniform vec4 p[] = vec4[](
vec4(1.0, 0.5, 1.0, 0.0),
vec4(-1.0, 0.5, 0.0, -1.0),
vec4(2.0, 1.0, 2.0, 2.0),
vec4(2.0, 0.5, 1.5, 0.5)
);
void
main()
{
bool pass = true;
for (int i = 0; i < p.length(); i++) {
if (mix(1.0, p[i].x, p[i].y) != p[i].z)
pass = false;
if (mix(-1.0, p[i].x, p[i].y) != p[i].w)
pass = false;
}
gl_FragColor = pass ? vec4(0.0, 1.0, 0.0, 1.0)
: vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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