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path: root/tests/spec/glsl-1.20/execution/vs-outerProduct-mat3x3-ivec.shader_test
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[require]
GLSL >= 1.20

[vertex shader]
/* 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"
 */
#version 120
uniform ivec3 c;
uniform ivec3 r;
uniform mat3x3 expected;
varying vec4 color;

void main() {
  gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
  mat3x3 result = outerProduct(c, r);
  color = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
}

[fragment shader]
#version 120
varying vec4 color;
void main() { gl_FragColor = color; }

[test]
clear color 0.5 0.5 0.5 0.0
clear
ortho

uniform ivec3 c  2 3 4
uniform ivec3 r  5 6 7
uniform mat3x3 expected  10 15 20 12 18 24 14 21 28
draw rect 10 10 10 10
probe rgb 15 15 0.0 1.0 0.0

uniform ivec3 c  3 4 5
uniform ivec3 r  6 7 8
uniform mat3x3 expected  18 24 30 21 28 35 24 32 40
draw rect 30 10 10 10
probe rgb 35 15 0.0 1.0 0.0

uniform ivec3 c  4 5 6
uniform ivec3 r  7 8 9
uniform mat3x3 expected  28 35 42 32 40 48 36 45 54
draw rect 50 10 10 10
probe rgb 55 15 0.0 1.0 0.0

uniform ivec3 c  5 6 7
uniform ivec3 r  8 9 10
uniform mat3x3 expected  40 48 56 45 54 63 50 60 70
draw rect 70 10 10 10
probe rgb 75 15 0.0 1.0 0.0