--- ...ersion-int-to-float-vec4-index.shader_test | 48 +++++++++++++++++++ 1 file changed, 48 insertions(+) create mode 100644 tests/spec/glsl-1.20/execution/qualifiers/vs-out-conversion-int-to-float-vec4-index.shader_test
diff --git a/tests/spec/glsl-1.20/execution/qualifiers/vs-out-conversion-int-to-float-vec4-index.shader_test b/tests/spec/glsl-1.20/execution/qualifiers/vs-out-conversion-int-to-float-vec4-index.shader_test new file mode 100644 index 000000000..3fca6b0d2 --- /dev/null +++ b/tests/spec/glsl-1.20/execution/qualifiers/vs-out-conversion-int-to-float-vec4-index.shader_test @@ -0,0 +1,48 @@ +# 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 -- 2.17.0 _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/piglit