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Add test of integer bare uniforms on GL
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@@ -337,6 +337,11 @@ uniform mat2x3 D;
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uniform float E[3];
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uniform vec4 F[3][2][2];
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uniform nested G[2];
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uniform uint H;
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uniform uvec2 I;
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uniform uvec3 J;
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uniform uvec4 K;
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uniform ivec4 L;
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void main()
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{
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@@ -348,6 +353,8 @@ void main()
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blah += A.z + B.x + C.y + D[0][1] + E[2] + F[1][0][0].y + F[1][0][1].y;
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blah += G[0].a.b + G[1].a.b + G[1].b[3].w + G[1].c[3].a.y;
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blah *= vertIn.uv.z;
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if(H < 1 || I.x < 1 || J.x < 1 || K.x < 1) blah *= 0.1f;
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if(L.x > 1) blah *= 0.1f;
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Color = blah + test + vec4(0.1f, 0.0f, 0.0f, 0.0f);
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}
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@@ -595,6 +602,26 @@ void main()
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if(location != -1)
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glUniform1f(location, 1390.0f);
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location = glGetUniformLocation(program, "H");
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if(location != -1)
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glUniform1ui(location, 14000);
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location = glGetUniformLocation(program, "I");
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if(location != -1)
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glUniform2ui(location, 15000, 16000);
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location = glGetUniformLocation(program, "J");
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if(location != -1)
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glUniform3ui(location, 17000, 18000, 19000);
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location = glGetUniformLocation(program, "K");
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if(location != -1)
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glUniform4ui(location, 20000, 21000, 22000, 23000);
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location = glGetUniformLocation(program, "L");
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if(location != -1)
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glUniform4i(location, -24000, -25000, -26000, -27000);
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glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
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glDrawArrays(GL_TRIANGLES, 0, 3);
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@@ -572,6 +572,12 @@ class GL_CBuffer_Zoo(rdtest.TestCase):
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}),
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})
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var_check.check('H').cols(1).rows(1).value([14000])
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var_check.check('I').cols(2).rows(1).value([15000, 16000])
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var_check.check('J').cols(3).rows(1).value([17000, 18000, 19000])
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var_check.check('K').cols(4).rows(1).value([20000, 21000, 22000, 23000])
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var_check.check('L').cols(4).rows(1).value([-24000, -25000, -26000, -27000])
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var_check.done()
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rdtest.log.success("Bare uniform variables are as expected")
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