Now that this bug is fixed in the following commit sent to mesa-dev:
glsl: avoid compiler's segfault when processing operators with void
arguments

This test proved to be broken:
It did not set gl_Position
It did not compare the right values

Signed-off-by: Renaud Gaubert <ren...@lse.epita.fr>
Reviewed-by: Gabriel Laskar <gabr...@lse.epita.fr>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=85252
---
 tests/spec/glsl-1.10/execution/void-ternary.shader_test | 3 ++-
 1 file changed, 2 insertions(+), 1 deletion(-)

diff --git a/tests/spec/glsl-1.10/execution/void-ternary.shader_test 
b/tests/spec/glsl-1.10/execution/void-ternary.shader_test
index 157090f..1b0f082 100644
--- a/tests/spec/glsl-1.10/execution/void-ternary.shader_test
+++ b/tests/spec/glsl-1.10/execution/void-ternary.shader_test
@@ -18,6 +18,7 @@ void bad(void)
 
 void main()
 {
+    gl_Position = gl_Vertex;
     b ? good() : bad();
 }
 
@@ -45,4 +46,4 @@ void main()
 uniform int b 1
 
 draw rect -1 -1 2 2
-probe all rgba 0.0 1.0 0.0 0.0
+probe all rgba 0.0 1.0 0.0 1.0
-- 
2.4.5

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