Reviewed-by: Lionel Landwerlin <[email protected]>
On 05/01/17 23:20, Timothy Arceri wrote:
This simple test exposes a bug in the GLSL IR optimisation pass in
Mesa master.
---
.../glsl-1.10/execution/fs-min-min-min.shader_test | 32 ++++++++++++++++++++++
1 file changed, 32 insertions(+)
create mode 100644 tests/spec/glsl-1.10/execution/fs-min-min-min.shader_test
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 0000000..35ddeb9
--- /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
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