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-rw-r--r-- | tests/spec/glsl-es-1.00/execution/unroll-do-while-false-loop-only-once.shader_test | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/tests/spec/glsl-es-1.00/execution/unroll-do-while-false-loop-only-once.shader_test b/tests/spec/glsl-es-1.00/execution/unroll-do-while-false-loop-only-once.shader_test new file mode 100644 index 000000000..9f4edd660 --- /dev/null +++ b/tests/spec/glsl-es-1.00/execution/unroll-do-while-false-loop-only-once.shader_test @@ -0,0 +1,47 @@ +[require] +GL ES >= 2.0 +GLSL ES >= 1.00 + +[vertex shader passthrough] + +[fragment shader] +precision mediump float; + +uniform float x[4]; + +void main() +{ + float data[4]; + + for (int i = 0; i < 4; i++) + data[i] = x[i]; + + for (int i = 0; i < 3; i++) { + bool doSwap = data[i] > data[i + 1]; + + /* Per bugzilla 110953, a do-while-false loop that starts with + * an if-statement can be unrolled twice instead of once. + */ + do { + if (doSwap) { + float temp = data[i]; + data[i] = data[i + 1]; + data[i + 1] = temp; + } + } while (false); + } + + if (data[0] == 3. && data[1] == 2. && data[2] == 1. && data[3] == 4.) + 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 float x[0] 4.0 +uniform float x[1] 3.0 +uniform float x[2] 2.0 +uniform float x[3] 1.0 + +draw rect -1 -1 2 2 +probe all rgba 0 1 0 1 |