File: vs-out-conversion-int-to-float-vec4-index.shader_test

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# Test that implicit type conversion of out parameters works properly.
#
# From the GLSL 1.30 spec (which clarifies, but does not change, the
# rules for implicit type conversion in GLSL 1.20), section 6.1
# (Function Definitions):
#
#   Mismatched types on output parameters (out or inout) must have a
#   conversion from the formal parameter type to the calling argument
#   type.
#
# This tests for a bug in Mesa GLSL IRs handling of these conversions.
# Specifically if the function changes the index value use by the out
# parameter we need to make sure it uses the value of the index before the
# function was called and not the new value of the index.

[require]
GLSL >= 1.20

[vertex shader]
#version 120

uniform int u = 1;

void f(inout int i, out int x)
{
  x = 4;
  i = 0;
}

void main()
{
  gl_Position = gl_Vertex;
  vec4 value;

  int i = u;
  f(i, value[i]);
  gl_FrontColor = vec4(1.0/value[1]);
}

[fragment shader]
void main()
{
  gl_FragColor = gl_Color;
}

[test]
draw rect -1 -1 2 2
probe all rgba 0.25 0.25 0.25 0.25