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# Verify that an array of structs appearing in the shader as a literal
# can be successfully dereferenced to access the values inside the
# structs.
#
# This test has a slightly larger array to better check that we calculate
# offsets correctly. This exposed a bug in the glsl to tgsi pass in gallium
# based drivers.
[require]
GLSL >= 1.20
[vertex shader]
void main()
{
gl_Position = gl_Vertex;
}
[fragment shader]
struct Foo {
int value;
/* A second member of a differnt size ensures we calculate member offsets
* correctly.
*/
ivec2 value2;
};
uniform int i;
uniform ivec2 expected_value;
void main()
{
ivec2 actual_value = Foo[4](Foo(100, ivec2(200, 300)),
Foo(400, ivec2(500, 600)),
Foo(700, ivec2(800, 900)),
Foo(1000, ivec2(1100, 1200)))[i].value2;
if (actual_value == expected_value)
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
uniform int i 0
uniform ivec2 expected_value 200 300
draw rect -1 -1 1 1
uniform int i 1
uniform ivec2 expected_value 500 600
draw rect 0 -1 1 1
probe all rgba 0.0 1.0 0.0 1.0
uniform int i 0
uniform ivec2 expected_value 800 900
draw rect -1 0 1 1
uniform int i 1
uniform ivec2 expected_value 1100 1200
draw rect 0 0 1 1
probe all rgba 0.0 1.0 0.0 1.0
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