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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/struct-assign.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/struct-assign.html new file mode 100644 index 000000000..26844fa13 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/struct-assign.html @@ -0,0 +1,233 @@ +<!-- +/* +** Copyright (c) 2015 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ +--> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>GLSL Structure Assignment Test</title> +<link rel="stylesheet" href="../../../resources/js-test-style.css"/> +<link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/> +<script src="../../../js/js-test-pre.js"></script> +<script src="../../../js/webgl-test-utils.js"> </script> +<script src="../../../js/glsl-conformance-test.js"></script> + +<script id="simple-vs" type="x-shader/x-vertex"> +attribute vec4 a_position; +void main(void) { + gl_Position = a_position; +} +</script> +<script id="simple-struct-fs" type="x-shader/x-fragment"> +precision mediump float; +struct my_struct { + float f; +}; + +my_struct a = my_struct(0.0); +my_struct b = my_struct(1.0); + +void main(void) { + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + a = b; + if (a.f == 1.0) { + gl_FragColor.y = 1.0; + } +} +</script> +<script id="vec-struct-fs" type="x-shader/x-fragment"> +precision mediump float; +struct my_struct { + vec3 v; +}; + +my_struct a = my_struct(vec3(0.0, 0.0, 0.0)); +my_struct b = my_struct(vec3(1.0, 2.0, 3.0)); + +void main(void) { + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + a = b; + if (a.v.x == 1.0) { + gl_FragColor.y = 1.0; + } +} +</script> +<script id="nested-struct-fs" type="x-shader/x-fragment"> +precision mediump float; + +struct s1 +{ + float f; +}; + +struct s2 +{ + s1 s; +}; + +s2 a = s2(s1(0.0)); +s2 b = s2(s1(1.0)); + +void main(void) { + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + a = b; + if (a.s.f == 1.0) { + gl_FragColor.y = 1.0; + } +} +</script> +<script id="nested-vec-struct-fs" type="x-shader/x-fragment"> +precision mediump float; + +struct s1 +{ + vec3 v; +}; + +struct s2 +{ + s1 s; +}; + +s2 a = s2(s1(vec3(0.0, 0.0, 0.0))); +s2 b = s2(s1(vec3(1.0, 2.0, 3.0))); + +void main(void) { + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + a = b; + if (a.s.v.x == 1.0) { + gl_FragColor.y = 1.0; + } +} +</script> +<script id="array-struct-fs" type="x-shader/x-fragment"> +precision mediump float; + +struct my_struct +{ + float f[3]; +}; + +void main(void) { + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + my_struct a; + my_struct b; + for (int i = 0; i < 3; ++i) { + a.f[i] = 0.0; + b.f[i] = float(i); + } + + a = b; + if (a.f[1] == 1.0 && a.f[2] == 2.0) { + gl_FragColor.y = 1.0; + } +} +</script> +<script id="sampler-struct-fs" type="x-shader/x-fragment"> +precision mediump float; + +struct my_struct +{ + sampler2D s; +}; + +uniform my_struct a; + +void main(void) { + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + my_struct b; + b = a; +} +</script> +</head> +<body> +<canvas id="canvas" width="50" height="50"></canvas> +<div id="description"></div> +<div id="console"></div> +<script> +"use strict"; +description("Testing struct assignment"); + +var wtu = WebGLTestUtils; +GLSLConformanceTester.runTests([ + { + vShaderId: "simple-vs", + vShaderSuccess: true, + fShaderId: "simple-struct-fs", + fShaderSuccess: true, + linkSuccess: true, + render: true, + passMsg: "Simple struct with one float", + }, + { + vShaderId: "simple-vs", + vShaderSuccess: true, + fShaderId: "vec-struct-fs", + fShaderSuccess: true, + linkSuccess: true, + render: true, + passMsg: "Simple struct with a vector", + }, + { + vShaderId: "simple-vs", + vShaderSuccess: true, + fShaderId: "nested-struct-fs", + fShaderSuccess: true, + linkSuccess: true, + render: true, + passMsg: "Nested struct with a float", + }, + { + vShaderId: "simple-vs", + vShaderSuccess: true, + fShaderId: "nested-vec-struct-fs", + fShaderSuccess: true, + linkSuccess: true, + render: true, + passMsg: "Nested struct with a vector", + }, + { + vShaderId: "simple-vs", + vShaderSuccess: true, + fShaderId: "array-struct-fs", + fShaderSuccess: false, + linkSuccess: false, + passMsg: "Assigning a struct containing an array should not compile", + }, + { + vShaderId: "simple-vs", + vShaderSuccess: true, + fShaderId: "sampler-struct-fs", + fShaderSuccess: false, + linkSuccess: false, + passMsg: "Assigning a struct containing a sampler should not compile", + } +]); +debug(""); + +var successfullyParsed = true; +</script> +</body> +</html> |