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[require]
GLSL >= 4.00
GL_ARB_gpu_shader_int64
[vertex shader passthrough]
[fragment shader]
#extension GL_ARB_gpu_shader_int64: require
out vec4 piglit_fragcolor;
void main()
{
/* The scale factor and the bias values ensure that every fragment will
* generate a value larger than (1 << 32).
*/
uint64_t a = uint64_t(int(gl_FragCoord.x) + 8179) *
uint64_t(int(gl_FragCoord.y) + 9931) * 1693ul;
/* Reassociating the addition and the masking will not have the
* same result.
*/
uint64_t b = (a + 0x0ffffffffffffff0ul) & 0x00000000fffffff0ul;
if (b >= (1ul << 32))
piglit_fragcolor = vec4(1.0, 0.0, 0.0, 1.0);
else
piglit_fragcolor = vec4(0.0, 1.0, 0.0, 1.0);
}
[test]
clear color 0.3 0.3 0.3 0.0
clear
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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