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path: root/tests/spec/glsl-es-1.00/execution/1.20/vs-outerProduct-const-mat2x4-ivec.shader_test
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[require]
GLSL >= 1.00 es
GL >= 2.0 es
# glUniformMatrix2x4fv only exists in OpenGL 2.1 or later.


[vertex shader]
attribute vec4 vertex;
mat4 proj = mat4(
	2.0/250.0, 0.0, 0.0, -1.0,
	0.0, 2.0/250.0, 0.0, -1.0,
	0.0, 0.0, -1.0, 0.0,
	0.0, 0.0, 0.0, 1.0);
/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
 *
 *     "If an exact match is found, the other signatures are ignored, and the
 *     exact match is used. Otherwise, if no exact match is found, then the
 *     implicit conversions in Section 4.1.10 "Implicit Conversions" will be
 *     applied to the calling arguments if this can make their types match a
 *     signature."
 *
 * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
 *
 *     "In some situations, an expression and its type will be implicitly
 *     converted to a different type. The following table shows all allowed
 *     implicit conversions:
 *
 *         Type of expression    Can be implicitly converted to
 *               int                         float
 *              ivec2                         vec2
 *              ivec3                         vec3
 *              ivec4                         vec4"
 */


const ivec4 c = ivec4(2, 3, 4, 5);
const ivec2 r = ivec2(6, 7);
uniform mat2x4 expected = mat2x4(12, 18, 24, 30, 14, 21, 28, 35);
varying vec4 color;

void main() {
  gl_Position = vertex;
	gl_Position *= proj;
  mat2x4 result = outerProduct(c, r);
  color = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
}

[fragment shader]

varying vec4 color;
void main() { gl_FragColor = color; }

[test]
clear color 0.5 0.5 0.5 0.0
clear


draw rect 10 10 10 10
probe rgb 15 15 0.0 1.0 0.0