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author | Timothy Arceri <timothy.arceri@collabora.com> | 2017-01-06 10:20:16 +1100 |
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committer | Timothy Arceri <timothy.arceri@collabora.com> | 2017-01-07 21:51:02 +1100 |
commit | 1cb06d422c1c0ad6556806b02d54cb46a3ff34c1 (patch) | |
tree | 4ae85cec49f09bfbacb5a56e35cfd6aa0cc19881 | |
parent | 462f8334099d9906824e1d0a2f67ba8dd203b3ba (diff) | |
download | piglit-1cb06d422c1c0ad6556806b02d54cb46a3ff34c1.tar.gz |
glsl-1.10: another test for min max optimisation pass
This simple test exposes a bug in the GLSL IR optimisation pass in
Mesa master.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
-rw-r--r-- | tests/spec/glsl-1.10/execution/fs-min-min-min.shader_test | 32 |
1 files changed, 32 insertions, 0 deletions
diff --git a/tests/spec/glsl-1.10/execution/fs-min-min-min.shader_test b/tests/spec/glsl-1.10/execution/fs-min-min-min.shader_test new file mode 100644 index 000000000..35ddeb9c5 --- /dev/null +++ b/tests/spec/glsl-1.10/execution/fs-min-min-min.shader_test @@ -0,0 +1,32 @@ +[require] +GLSL >= 1.10 + +[vertex shader passthrough] + +[fragment shader] + +uniform float u; +uniform float u2; + +void main() +{ + float a = u; + float b = u2; + + a = min(a, 0.35); + b = min(b, 0.35); + + float c = min(a, b); + + gl_FragColor = vec4(0.0, c, 0.0, 1.0); +} + +[test] +clear color 0.2 0.2 0.2 0.2 +clear + +uniform float u 0.75 +uniform float u2 0.75 + +draw rect -1 -1 2 2 +probe all rgba 0.0 0.35 0.0 1.0 |