On 28/06/18 08:28, Timothy Arceri wrote:
On 27/06/18 21:58, Tapani Pälli wrote:
On 06/27/2018 02:43 PM, Timothy Arceri wrote:
---
V2: Fix some spelling typos and the commit description
...on-vec4-mixed-arithmetic-input.shader_test | 37 +++++++++++++++++++
1 file changed, 37 insertions(+)
create mode 100644
tests/spec/glsl-1.10/execution/comparision-vec4-mixed-arithmetic-input.shader_test
diff --git
a/tests/spec/glsl-1.10/execution/comparision-vec4-mixed-arithmetic-input.shader_test
b/tests/spec/glsl-1.10/execution/comparision-vec4-mixed-arithmetic-input.shader_test
new file mode 100644
index 000000000..78f0068a3
--- /dev/null
+++
b/tests/spec/glsl-1.10/execution/comparision-vec4-mixed-arithmetic-input.shader_test
@@ -0,0 +1,37 @@
+# This exerises a bug found in a Doom shader were the lessThan()
comparision
+# was only done againsts a single component of the mixed arithmetic
expression
here are some more typos to fix:
were -> where
exerises -> exercises
comparision -> comparison
againsts -> against
lol, thanks.
For me running this throws following assert:
shader_runner: ../src/compiler/glsl/ir.cpp:491:
ir_expression::ir_expression(int, ir_rvalue*, ir_rvalue*): Assertion
`op0->type == op1->type' failed.
Is this the issue?
Seems to be a bug with do_tree_grafting()
Yes, and in release builds the test fails. It seems to be a broken opt
somewhere:
(declare (temporary ) bvec4 lessThan_retval)
(declare (temporary ) vec4 x)
(assign (xyzw) (var_ref x) (expression vec4 + (swiz w (var_ref
b) )(swiz xyzw (var_ref a) )) )
(declare (temporary ) vec4 y)
(assign (xyzw) (var_ref y) (constant vec4 (0.000000 0.000000
0.000000 0.000000)) )
(assign (xyzw) (var_ref lessThan_retval) (expression bvec4 <
(var_ref x) (var_ref y) ) )
(declare (temporary ) bool any_retval)
(declare (temporary ) bvec4 v)
(assign (xyzw) (var_ref v) (var_ref lessThan_retval) )
(assign (x) (var_ref any_retval) (expression bool any_nequal
(var_ref v) (constant bvec4 (0 0 0 0)) ) )
(if (var_ref any_retval) (
(assign (xyzw) (var_ref gl_FragColor) (constant vec4
(1.000000 0.000000 0.000000 1.000000)) )
)
())
Turns into:
(if (expression bool any_nequal (swiz xxxx (expression bool < (swiz w
(var_ref b) )(expression vec4 neg (var_ref a) ) ) )(constant bvec4 (0 0
0 0)) ) (
(assign (xyzw) (var_ref gl_FragColor) (constant vec4
(1.000000 0.000000 0.000000 1.000000)) )
)
+# rather than all four components.
+
+[require]
+GLSL >= 1.10
+
+[vertex shader passthrough]
+
+[fragment shader]
+#version 110
+
+uniform vec4 a;
+uniform vec4 b;
+
+void main() {
+ gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
+
+ if (any(lessThan(b.w + a.xyzw, vec4(0.0))))
+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.1 0.1 0.1 0.1
+clear
+
+uniform vec4 a 0.5 0.5 0.5 -1.0
+uniform vec4 b 1.0 1.0 1.0 0.5
+draw rect -1 -1 2 2
+
+probe all rgba 1.0 0.0 0.0 1.0
+
+uniform vec4 a 0.5 0.5 0.5 -0.5
+uniform vec4 b 1.0 1.0 1.0 0.5
+draw rect -1 -1 2 2
+
+probe all rgba 0.0 1.0 0.0 1.0
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