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[require]
GLSL >= 1.50
GL_ARB_gpu_shader5
[vertex shader]
in vec4 vertex;
void main() {
gl_Position = vertex;
}
[fragment shader]
#extension GL_ARB_gpu_shader5 : enable
void bad_constant_folding();
out vec4 color;
void main()
{
/* Green if both pass. */
color = vec4(0.0, 1.0, 0.0, 1.0);
if (ivec4(0) != bitCount(ivec4(0)))
bad_constant_folding();
else if (ivec4(0) != bitCount(uvec4(0u)))
bad_constant_folding();
if (ivec4(1) != bitCount(ivec4(1, 2, 4, 8)))
bad_constant_folding();
else if (ivec4(1) != bitCount(uvec4(1u, 2u, 4u, 8u)))
bad_constant_folding();
if (ivec4(1, 2, 3, 4) != bitCount(ivec4(1, 3, 7, 15)))
bad_constant_folding();
else if (ivec4(1, 2, 3, 4) != bitCount(uvec4(1u, 3u, 7u, 15u)))
bad_constant_folding();
if (ivec4(6, 6, 3, 5) != bitCount(ivec4(783, 111, 385, 484)))
bad_constant_folding();
else if (ivec4(6, 6, 3, 5) != bitCount(uvec4(783u, 111u, 385u, 484u)))
bad_constant_folding();
if (ivec4(32, 31, 31, 30) != bitCount(ivec4(-1, -2, -3, -4)))
bad_constant_folding();
else if (ivec4(32, 31, 31, 30) != bitCount(uvec4(0xFFFFFFFFu, 0xFFFFFFFEu, 0xFFFFFFFDu, 0xFFFFFFFCu)))
bad_constant_folding();
}
[vertex data]
vertex/float/2
-1.0 -1.0
1.0 -1.0
1.0 1.0
-1.0 1.0
[test]
draw arrays GL_TRIANGLE_FAN 0 4
probe all rgba 0.0 1.0 0.0 1.0
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