[Piglit] [PATCH 2/4] glsl-1.10: add a number of new function parameter tests
Timothy Arceri
tarceri at itsqueeze.com
Mon Apr 9 09:44:41 UTC 2018
These all have long function call chains, so that some remain intact
when Mesas GLSLOptimizeConservatively flag is set. This allows us
to exercise the GLSL IR -> NIR path for functions and NIRs function
inlining code.
---
...tion-chain16-in-array-indirect.shader_test | 74 +++++++++++++++++++
...ion-chain16-in-array-indirect2.shader_test | 74 +++++++++++++++++++
...glsl-function-chain16-in-array.shader_test | 70 ++++++++++++++++++
...lsl-function-chain16-in-array2.shader_test | 70 ++++++++++++++++++
...sl-function-chain16-in-swizzle.shader_test | 64 ++++++++++++++++
.../glsl-function-chain16-in.shader_test | 64 ++++++++++++++++
...function-chain16-inout-swizzle.shader_test | 64 ++++++++++++++++
...l-function-chain16-out-swizzle.shader_test | 64 ++++++++++++++++
.../glsl-function-chain16-out.shader_test | 64 ++++++++++++++++
9 files changed, 608 insertions(+)
create mode 100644 tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array-indirect.shader_test
create mode 100644 tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array-indirect2.shader_test
create mode 100644 tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array.shader_test
create mode 100644 tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array2.shader_test
create mode 100644 tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-swizzle.shader_test
create mode 100644 tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in.shader_test
create mode 100644 tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-inout-swizzle.shader_test
create mode 100644 tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-out-swizzle.shader_test
create mode 100644 tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-out.shader_test
diff --git a/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array-indirect.shader_test b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array-indirect.shader_test
new file mode 100644
index 000000000..19dac8bd9
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array-indirect.shader_test
@@ -0,0 +1,74 @@
+# This tests we inline functions correctly. Chaining the functions helps
+# us reach the GLSL IR -> NIR code with some functions intact when the
+# conservative optimise flag is set in Mesa. This allows us to test the
+# GLSL IR -> NIR conversion code for functions and the NIR function inlining
+# code.
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+void main()
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+float f01(in float f[4]);
+float f02(in float f[4]);
+float f06(in float f[4]);
+float f10(in float f[4]);
+float f14(in float f[4]);
+void main()
+{
+ float g[4];
+
+ g[0] = 0.0;
+ g[1] = 1.0;
+ g[2] = 0.0;
+ g[3] = 0.1;
+
+ f01(g);
+ gl_FragColor = vec4(f01(g), g[0], g[2], g[1]);
+}
+float f01(in float f[4]) {return f02(f);}
+float f05(in float f[4]) {return f06(f);}
+float f09(in float f[4]) {return f10(f);}
+float f13(in float f[4]) {return f14(f);}
+
+[fragment shader]
+float f03(in float f[4]);
+float f07(in float f[4]);
+float f11(in float f[4]);
+float f15(in float f[4]);
+float f02(in float f[4]) {return f03(f);}
+float f06(in float f[4]) {return f07(f);}
+float f10(in float f[4]) {return f11(f);}
+float f14(in float f[4]) {return f15(f);}
+
+[fragment shader]
+float f04(in float f[4]);
+float f08(in float f[4]);
+float f12(in float f[4]);
+float f16(in float f[4]);
+float f03(in float f[4]) {return f04(f);}
+float f07(in float f[4]) {return f08(f);}
+float f11(in float f[4]) {return f12(f);}
+float f15(in float f[4]) {return f16(f);}
+
+[fragment shader]
+uniform int i;
+
+float f05(in float f[4]);
+float f09(in float f[4]);
+float f13(in float f[4]);
+float f04(in float f[4]) {return f05(f);}
+float f08(in float f[4]) {return f09(f);}
+float f12(in float f[4]) {return f13(f);}
+float f16(in float f[4]) {return f[i] + 0.1;}
+
+
+[test]
+uniform int i 3
+
+draw rect -1 -1 2 2
+probe all rgba 0.2 0 0 1.0
diff --git a/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array-indirect2.shader_test b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array-indirect2.shader_test
new file mode 100644
index 000000000..ea3b20efb
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array-indirect2.shader_test
@@ -0,0 +1,74 @@
+# This tests we inline functions correctly. Chaining the functions helps
+# us reach the GLSL IR -> NIR code with some functions intact when the
+# conservative optimise flag is set in Mesa. This allows us to test the
+# GLSL IR -> NIR conversion code for functions and the NIR function inlining
+# code.
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+void main()
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+float f01(in float f[4]);
+float f02(in float f[4]);
+float f06(in float f[4]);
+float f10(in float f[4]);
+float f14(in float f[4]);
+void main()
+{
+ float g[4];
+
+ g[0] = 0.0;
+ g[1] = 1.0;
+ g[2] = 0.0;
+ g[3] = 0.1;
+
+ f01(g);
+ gl_FragColor = vec4(f01(g), g[0], g[2], g[1]);
+}
+float f01(in float f[4]) {return f02(f);}
+float f05(in float f[4]) {return f06(f);}
+float f09(in float f[4]) {return f10(f);}
+float f13(in float f[4]) {return f14(f);}
+
+[fragment shader]
+float f03(in float f[4]);
+float f07(in float f[4]);
+float f11(in float f[4]);
+float f15(in float f[4]);
+float f02(in float f[4]) {return f03(f);}
+float f06(in float f[4]) {return f07(f);}
+float f10(in float f[4]) {return f11(f);}
+float f14(in float f[4]) {return f15(f);}
+
+[fragment shader]
+uniform int i;
+
+float f04(in float f[4]);
+float f08(in float f[4]);
+float f12(in float f[4]);
+float f16(in float f);
+float f03(in float f[4]) {return f04(f);}
+float f07(in float f[4]) {return f08(f);}
+float f11(in float f[4]) {return f12(f);}
+float f15(in float f[4]) {return f16(f[i]);}
+
+[fragment shader]
+float f05(in float f[4]);
+float f09(in float f[4]);
+float f13(in float f[4]);
+float f04(in float f[4]) {return f05(f);}
+float f08(in float f[4]) {return f09(f);}
+float f12(in float f[4]) {return f13(f);}
+float f16(in float f) {return f + 0.1;}
+
+
+[test]
+uniform int i 3
+
+draw rect -1 -1 2 2
+probe all rgba 0.2 0 0 1.0
diff --git a/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array.shader_test b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array.shader_test
new file mode 100644
index 000000000..f3134c878
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array.shader_test
@@ -0,0 +1,70 @@
+# This tests we inline functions correctly. Chaining the functions helps
+# us reach the GLSL IR -> NIR code with some functions intact when the
+# conservative optimise flag is set in Mesa. This allows us to test the
+# GLSL IR -> NIR conversion code for functions and the NIR function inlining
+# code.
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+void main()
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+float f01(in float f[4]);
+float f02(in float f[4]);
+float f06(in float f[4]);
+float f10(in float f[4]);
+float f14(in float f[4]);
+void main()
+{
+ float g[4];
+
+ g[0] = 0.0;
+ g[1] = 1.0;
+ g[2] = 0.0;
+ g[3] = 0.1;
+
+ f01(g);
+ gl_FragColor = vec4(f01(g), g[0], g[2], g[1]);
+}
+float f01(in float f[4]) {return f02(f);}
+float f05(in float f[4]) {return f06(f);}
+float f09(in float f[4]) {return f10(f);}
+float f13(in float f[4]) {return f14(f);}
+
+[fragment shader]
+float f03(in float f[4]);
+float f07(in float f[4]);
+float f11(in float f[4]);
+float f15(in float f[4]);
+float f02(in float f[4]) {return f03(f);}
+float f06(in float f[4]) {return f07(f);}
+float f10(in float f[4]) {return f11(f);}
+float f14(in float f[4]) {return f15(f);}
+
+[fragment shader]
+float f04(in float f[4]);
+float f08(in float f[4]);
+float f12(in float f[4]);
+float f16(in float f[4]);
+float f03(in float f[4]) {return f04(f);}
+float f07(in float f[4]) {return f08(f);}
+float f11(in float f[4]) {return f12(f);}
+float f15(in float f[4]) {return f16(f);}
+
+[fragment shader]
+float f05(in float f[4]);
+float f09(in float f[4]);
+float f13(in float f[4]);
+float f04(in float f[4]) {return f05(f);}
+float f08(in float f[4]) {return f09(f);}
+float f12(in float f[4]) {return f13(f);}
+float f16(in float f[4]) {return f[3] + 0.1;}
+
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.2 0 0 1.0
diff --git a/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array2.shader_test b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array2.shader_test
new file mode 100644
index 000000000..b0d373218
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array2.shader_test
@@ -0,0 +1,70 @@
+# This tests we inline functions correctly. Chaining the functions helps
+# us reach the GLSL IR -> NIR code with some functions intact when the
+# conservative optimise flag is set in Mesa. This allows us to test the
+# GLSL IR -> NIR conversion code for functions and the NIR function inlining
+# code.
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+void main()
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+float f01(in float f[4]);
+float f02(in float f[4]);
+float f06(in float f[4]);
+float f10(in float f[4]);
+float f14(in float f[4]);
+void main()
+{
+ float g[4];
+
+ g[0] = 0.0;
+ g[1] = 1.0;
+ g[2] = 0.0;
+ g[3] = 0.1;
+
+ f01(g);
+ gl_FragColor = vec4(f01(g), g[0], g[2], g[1]);
+}
+float f01(in float f[4]) {return f02(f);}
+float f05(in float f[4]) {return f06(f);}
+float f09(in float f[4]) {return f10(f);}
+float f13(in float f[4]) {return f14(f);}
+
+[fragment shader]
+float f03(in float f[4]);
+float f07(in float f[4]);
+float f11(in float f[4]);
+float f15(in float f[4]);
+float f02(in float f[4]) {return f03(f);}
+float f06(in float f[4]) {return f07(f);}
+float f10(in float f[4]) {return f11(f);}
+float f14(in float f[4]) {return f15(f);}
+
+[fragment shader]
+float f04(in float f[4]);
+float f08(in float f[4]);
+float f12(in float f[4]);
+float f16(in float f);
+float f03(in float f[4]) {return f04(f);}
+float f07(in float f[4]) {return f08(f);}
+float f11(in float f[4]) {return f12(f);}
+float f15(in float f[4]) {return f16(f[3]);}
+
+[fragment shader]
+float f05(in float f[4]);
+float f09(in float f[4]);
+float f13(in float f[4]);
+float f04(in float f[4]) {return f05(f);}
+float f08(in float f[4]) {return f09(f);}
+float f12(in float f[4]) {return f13(f);}
+float f16(in float f) {return f + 0.1;}
+
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.2 0 0 1.0
diff --git a/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-swizzle.shader_test b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-swizzle.shader_test
new file mode 100644
index 000000000..aa80b4300
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-swizzle.shader_test
@@ -0,0 +1,64 @@
+# This tests we inline functions correctly. Chaining the functions helps
+# us reach the GLSL IR -> NIR code with some functions intact when the
+# conservative optimise flag is set in Mesa. This allows us to test the
+# GLSL IR -> NIR conversion code for functions and the NIR function inlining
+# code.
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+void main()
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+float f01(in vec4 f);
+float f02(in vec4 f);
+float f06(in vec4 f);
+float f10(in vec4 f);
+float f14(in vec4 f);
+void main()
+{
+ vec4 g = vec4(0, 0.1, 0, 1.0);
+ f01(g);
+ gl_FragColor = vec4(f01(g), g.x, g.z, g.w);
+}
+float f01(in vec4 f) {return f02(f);}
+float f05(in vec4 f) {return f06(f);}
+float f09(in vec4 f) {return f10(f);}
+float f13(in vec4 f) {return f14(f);}
+
+[fragment shader]
+float f03(in vec4 f);
+float f07(in vec4 f);
+float f11(in vec4 f);
+float f15(in vec4 f);
+float f02(in vec4 f) {return f03(f);}
+float f06(in vec4 f) {return f07(f);}
+float f10(in vec4 f) {return f11(f);}
+float f14(in vec4 f) {return f15(f);}
+
+[fragment shader]
+float f04(in vec4 f);
+float f08(in vec4 f);
+float f12(in vec4 f);
+float f16(in float f);
+float f03(in vec4 f) {return f04(f);}
+float f07(in vec4 f) {return f08(f);}
+float f11(in vec4 f) {return f12(f);}
+float f15(in vec4 f) {return f16(f.y);}
+
+[fragment shader]
+float f05(in vec4 f);
+float f09(in vec4 f);
+float f13(in vec4 f);
+float f04(in vec4 f) {return f05(f);}
+float f08(in vec4 f) {return f09(f);}
+float f12(in vec4 f) {return f13(f);}
+float f16(in float f) {return f + 0.1;}
+
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.2 0 0 1.0
diff --git a/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in.shader_test b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in.shader_test
new file mode 100644
index 000000000..73d45ca17
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in.shader_test
@@ -0,0 +1,64 @@
+# This tests we inline functions correctly. Chaining the functions helps
+# us reach the GLSL IR -> NIR code with some functions intact when the
+# conservative optimise flag is set in Mesa. This allows us to test the
+# GLSL IR -> NIR conversion code for functions and the NIR function inlining
+# code.
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+void main()
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+float f01(in vec4 f);
+float f02(in vec4 f);
+float f06(in vec4 f);
+float f10(in vec4 f);
+float f14(in vec4 f);
+void main()
+{
+ vec4 g = vec4(0, 0.1, 0, 1.0);
+ f01(g);
+ gl_FragColor = vec4(f01(g), g.x, g.z, g.w);
+}
+float f01(in vec4 f) {return f02(f);}
+float f05(in vec4 f) {return f06(f);}
+float f09(in vec4 f) {return f10(f);}
+float f13(in vec4 f) {return f14(f);}
+
+[fragment shader]
+float f03(in vec4 f);
+float f07(in vec4 f);
+float f11(in vec4 f);
+float f15(in vec4 f);
+float f02(in vec4 f) {return f03(f);}
+float f06(in vec4 f) {return f07(f);}
+float f10(in vec4 f) {return f11(f);}
+float f14(in vec4 f) {return f15(f);}
+
+[fragment shader]
+float f04(in vec4 f);
+float f08(in vec4 f);
+float f12(in vec4 f);
+float f16(in vec4 f);
+float f03(in vec4 f) {return f04(f);}
+float f07(in vec4 f) {return f08(f);}
+float f11(in vec4 f) {return f12(f);}
+float f15(in vec4 f) {return f16(f);}
+
+[fragment shader]
+float f05(in vec4 f);
+float f09(in vec4 f);
+float f13(in vec4 f);
+float f04(in vec4 f) {return f05(f);}
+float f08(in vec4 f) {return f09(f);}
+float f12(in vec4 f) {return f13(f);}
+float f16(in vec4 f) {return f.y + 0.1;}
+
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.2 0 0 1.0
diff --git a/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-inout-swizzle.shader_test b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-inout-swizzle.shader_test
new file mode 100644
index 000000000..7bb6fe075
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-inout-swizzle.shader_test
@@ -0,0 +1,64 @@
+# This tests we inline functions correctly. Chaining the functions helps
+# us reach the GLSL IR -> NIR code with some functions intact when the
+# conservative optimise flag is set in Mesa. This allows us to test the
+# GLSL IR -> NIR conversion code for functions and the NIR function inlining
+# code.
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+void main()
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+void f01(inout vec4 f);
+void f02(inout vec4 f);
+void f06(inout vec4 f);
+void f10(inout vec4 f);
+void f14(inout vec4 f);
+void main()
+{
+ vec4 g = vec4(0.1, 0, 0, 1.0);
+ f01(g);
+ gl_FragColor = g;
+}
+void f01(inout vec4 f) {f02(f);}
+void f05(inout vec4 f) {f06(f);}
+void f09(inout vec4 f) {f10(f);}
+void f13(inout vec4 f) {f14(f);}
+
+[fragment shader]
+void f03(inout vec4 f);
+void f07(inout vec4 f);
+void f11(inout vec4 f);
+void f15(inout vec4 f);
+void f02(inout vec4 f) {f03(f);}
+void f06(inout vec4 f) {f07(f);}
+void f10(inout vec4 f) {f11(f);}
+void f14(inout vec4 f) {f15(f);}
+
+[fragment shader]
+void f04(inout vec4 f);
+void f08(inout vec4 f);
+void f12(inout vec4 f);
+void f16(inout float f);
+void f03(inout vec4 f) {f04(f);}
+void f07(inout vec4 f) {f08(f);}
+void f11(inout vec4 f) {f12(f);}
+void f15(inout vec4 f) {f16(f.x);}
+
+[fragment shader]
+void f05(inout vec4 f);
+void f09(inout vec4 f);
+void f13(inout vec4 f);
+void f04(inout vec4 f) {f05(f);}
+void f08(inout vec4 f) {f09(f);}
+void f12(inout vec4 f) {f13(f);}
+void f16(inout float f) {f+=0.1;}
+
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.2 0 0 1.0
diff --git a/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-out-swizzle.shader_test b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-out-swizzle.shader_test
new file mode 100644
index 000000000..ef3220f0a
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-out-swizzle.shader_test
@@ -0,0 +1,64 @@
+# This tests we inline functions correctly. Chaining the functions helps
+# us reach the GLSL IR -> NIR code with some functions intact when the
+# conservative optimise flag is set in Mesa. This allows us to test the
+# GLSL IR -> NIR conversion code for functions and the NIR function inlining
+# code.
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+void main()
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+void f01(inout vec4 f);
+void f02(inout vec4 f);
+void f06(inout vec4 f);
+void f10(inout vec4 f);
+void f14(inout vec4 f);
+void main()
+{
+ vec4 g = vec4(0.0, 0.3, 0, 1.0);
+ f01(g);
+ gl_FragColor = g;
+}
+void f01(inout vec4 f) {f02(f);}
+void f05(inout vec4 f) {f06(f);}
+void f09(inout vec4 f) {f10(f);}
+void f13(inout vec4 f) {f14(f);}
+
+[fragment shader]
+void f03(inout vec4 f);
+void f07(inout vec4 f);
+void f11(inout vec4 f);
+void f15(inout vec4 f);
+void f02(inout vec4 f) {f03(f);}
+void f06(inout vec4 f) {f07(f);}
+void f10(inout vec4 f) {f11(f);}
+void f14(inout vec4 f) {f15(f);}
+
+[fragment shader]
+void f04(inout vec4 f);
+void f08(inout vec4 f);
+void f12(inout vec4 f);
+void f16(inout float f);
+void f03(inout vec4 f) {f04(f);}
+void f07(inout vec4 f) {f08(f);}
+void f11(inout vec4 f) {f12(f);}
+void f15(inout vec4 f) {f16(f.y);}
+
+[fragment shader]
+void f05(inout vec4 f);
+void f09(inout vec4 f);
+void f13(inout vec4 f);
+void f04(inout vec4 f) {f05(f);}
+void f08(inout vec4 f) {f09(f);}
+void f12(inout vec4 f) {f13(f);}
+void f16(inout float f) {f=0.2;}
+
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0 0.2 0 1.0
diff --git a/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-out.shader_test b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-out.shader_test
new file mode 100644
index 000000000..f60a1fe09
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-out.shader_test
@@ -0,0 +1,64 @@
+# This tests we inline functions correctly. Chaining the functions helps
+# us reach the GLSL IR -> NIR code with some functions intact when the
+# conservative optimise flag is set in Mesa. This allows us to test the
+# GLSL IR -> NIR conversion code for functions and the NIR function inlining
+# code.
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+void main()
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+void f01(inout float f);
+void f02(inout float f);
+void f06(inout float f);
+void f10(inout float f);
+void f14(inout float f);
+void main()
+{
+ float g = 0.3;
+ f01(g);
+ gl_FragColor = vec4(0.0, g, 0, 1.0);
+}
+void f01(inout float f) {f02(f);}
+void f05(inout float f) {f06(f);}
+void f09(inout float f) {f10(f);}
+void f13(inout float f) {f14(f);}
+
+[fragment shader]
+void f03(inout float f);
+void f07(inout float f);
+void f11(inout float f);
+void f15(inout float f);
+void f02(inout float f) {f03(f);}
+void f06(inout float f) {f07(f);}
+void f10(inout float f) {f11(f);}
+void f14(inout float f) {f15(f);}
+
+[fragment shader]
+void f04(inout float f);
+void f08(inout float f);
+void f12(inout float f);
+void f16(inout float f);
+void f03(inout float f) {f04(f);}
+void f07(inout float f) {f08(f);}
+void f11(inout float f) {f12(f);}
+void f15(inout float f) {f16(f);}
+
+[fragment shader]
+void f05(inout float f);
+void f09(inout float f);
+void f13(inout float f);
+void f04(inout float f) {f05(f);}
+void f08(inout float f) {f09(f);}
+void f12(inout float f) {f13(f);}
+void f16(inout float f) {f=0.2;}
+
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0 0.2 0 1.0
--
2.17.0
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