File: fs-mix-1.0.shader_test

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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