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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, -1, -1, 0) != bitfieldReverse(ivec4(0, -1, -1, 0)))
bad_constant_folding();
else if (uvec4(0u, 0xFFFFFFFFu, 0xFFFFFFFFu, 0u) != bitfieldReverse(uvec4(0u, 0xFFFFFFFFu, 0xFFFFFFFFu, 0u)))
bad_constant_folding();
if (ivec4(-2147483648, 1073741824, 536870912, 268435456) != bitfieldReverse(ivec4(1, 2, 4, 8)))
bad_constant_folding();
else if (uvec4(0x80000000u, 0x40000000u, 0x20000000u, 0x10000000u) != bitfieldReverse(uvec4(1u, 2u, 4u, 8u)))
bad_constant_folding();
if (ivec4(1, 2, 4, 8) != bitfieldReverse(ivec4(-2147483648, 1073741824, 536870912, 268435456)))
bad_constant_folding();
else if (uvec4(1u, 2u, 4u, 8u) != bitfieldReverse(uvec4(0x80000000u, 0x40000000u, 0x20000000u, 0x10000000u)))
bad_constant_folding();
if (ivec4(783, 15, 65536, 384) != bitfieldReverse(ivec4(-255852544, -268435456, 32768, 25165824)))
bad_constant_folding();
else if (uvec4(0xF0C00000u, 0xF0000000u, 0x00008000u, 0x00000180u) != bitfieldReverse(uvec4(783u, 15u, 0x00010000u, 0x01800000u)))
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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