---
 ...ersion-int-to-float-vec4-index.shader_test | 48 +++++++++++++++++++
 1 file changed, 48 insertions(+)
 create mode 100644 
tests/spec/glsl-1.20/execution/qualifiers/vs-out-conversion-int-to-float-vec4-index.shader_test

diff --git 
a/tests/spec/glsl-1.20/execution/qualifiers/vs-out-conversion-int-to-float-vec4-index.shader_test
 
b/tests/spec/glsl-1.20/execution/qualifiers/vs-out-conversion-int-to-float-vec4-index.shader_test
new file mode 100644
index 000000000..3fca6b0d2
--- /dev/null
+++ 
b/tests/spec/glsl-1.20/execution/qualifiers/vs-out-conversion-int-to-float-vec4-index.shader_test
@@ -0,0 +1,48 @@
+# Test that implicit type conversion of out parameters works properly.
+#
+# From the GLSL 1.30 spec (which clarifies, but does not change, the
+# rules for implicit type conversion in GLSL 1.20), section 6.1
+# (Function Definitions):
+#
+#   Mismatched types on output parameters (out or inout) must have a
+#   conversion from the formal parameter type to the calling argument
+#   type.
+#
+# This tests for a bug in Mesa GLSL IRs handling of these conversions.
+# Specifically if the function changes the index value use by the out
+# parameter we need to make sure it uses the value of the index before the
+# function was called and not the new value of the index.
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+
+uniform int u = 1;
+
+void f(inout int i, out int x)
+{
+  x = 4;
+  i = 0;
+}
+
+void main()
+{
+  gl_Position = gl_Vertex;
+  vec4 value;
+
+  int i = u;
+  f(i, value[i]);
+  gl_FrontColor = vec4(1.0/value[1]);
+}
+
+[fragment shader]
+void main()
+{
+  gl_FragColor = gl_Color;
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.25 0.25 0.25 0.25
-- 
2.17.0

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