This catches a bug in the i965 backend compiler where we were running a pass (to split vectors up) that didn't know about indirects before we lowered the indirects away. --- ...fs-uniform-indexed-by-swizzled-vec4.shader_test | 24 ++++++++++++++++++++++ 1 file changed, 24 insertions(+) create mode 100644 tests/shaders/glsl-fs-uniform-indexed-by-swizzled-vec4.shader_test
diff --git a/tests/shaders/glsl-fs-uniform-indexed-by-swizzled-vec4.shader_test b/tests/shaders/glsl-fs-uniform-indexed-by-swizzled-vec4.shader_test new file mode 100644 index 0000000..ffe54c5 --- /dev/null +++ b/tests/shaders/glsl-fs-uniform-indexed-by-swizzled-vec4.shader_test @@ -0,0 +1,24 @@ +[require] +GLSL >= 1.10 + +[vertex shader] +void main() +{ + gl_Position = gl_Vertex; +} + +[fragment shader] +uniform float f[2]; +uniform ivec4 s; + +void main() +{ + gl_FragColor = vec4(f[s.x], f[s.y], f[s.z], f[s.w]); +} + +[test] +uniform float f[0] 0.0 +uniform float f[1] 1.0 +uniform ivec4 s 0 1 0 1 +draw rect -1 -1 2 2 +probe rgb 1 1 0.0 1.0 0.0 -- 2.4.3 _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/piglit