<!-- /* ** Copyright (c) 2014 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>Indexing with a constant expression should compile only if the index is in range</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="VertexArrayTemplate" type="x-shader/x-vertex"> precision mediump float; uniform float ua[4]; $(init) void main() { float c = ua[$(constantExpression)]; gl_Position = vec4(c); } </script> <script id="FragmentArrayTemplate" type="x-shader/x-fragment"> precision mediump float; uniform float ua[4]; $(init) void main() { float c = ua[$(constantExpression)]; gl_FragColor = vec4(c); } </script> <script id="VertexVectorTemplate" type="x-shader/x-vertex"> precision mediump float; uniform vec4 uv; $(init) void main() { float c = uv[$(constantExpression)]; gl_Position = vec4(c); } </script> <script id="FragmentVectorTemplate" type="x-shader/x-fragment"> precision mediump float; uniform vec4 uv; $(init) void main() { float c = uv[$(constantExpression)]; gl_FragColor = vec4(c); } </script> <script id="VertexMatrixTemplate" type="x-shader/x-vertex"> precision mediump float; uniform mat4 um; $(init) void main() { float c = um[$(constantExpression)].x; gl_Position = vec4(c); } </script> <script id="FragmentMatrixTemplate" type="x-shader/x-fragment"> precision mediump float; uniform mat4 um; $(init) void main() { float c = um[$(constantExpression)].x; gl_FragColor = vec4(c); } </script> </head> <body onload="runTest()"> <div id="description"></div> <div id="console"></div> <script type="application/javascript"> "use strict"; description(); var wtu = WebGLTestUtils; // ESSL 1.00 section 4.1.9 Arrays // It is illegal to index an array with an integral constant expression greater than or equal to its // declared size. It is also illegal to index an array with a negative constant expression. // ESSL 1.00 section 5.5 Vector Components // Reading from or writing to a vector using a constant integral expression with a value that is negative // or greater than or equal to the size of the vector is illegal. // ESSL 1.00 section 5.6 Matrix components // The behavior when accessing a component outside the bounds of a matrix are the same as those for // vectors and arrays. The compiler must generate an error if the index expression is a constant expression. // ESSL 1.00 spec section 5.10. // A constant expression is one of // * a literal value (e.g., 5 or true) // * a global or local variable qualified as const excluding function parameters // * an expression formed by an operator on operands that are constant expressions, including getting // an element of a constant vector or a constant matrix, or a field of a constant structure // * a constructor whose arguments are all constant expressions // * a built-in function call whose arguments are all constant expressions, with the exception of the // texture lookup functions. var runTest = function() { var vsArrayTemplate = document.getElementById('VertexArrayTemplate').text; var fsArrayTemplate = document.getElementById('FragmentArrayTemplate').text; var vsVectorTemplate = document.getElementById('VertexVectorTemplate').text; var fsVectorTemplate = document.getElementById('FragmentVectorTemplate').text; var vsMatrixTemplate = document.getElementById('VertexMatrixTemplate').text; var fsMatrixTemplate = document.getElementById('FragmentMatrixTemplate').text; var tests = []; var pushTest = function(constantExpression, expectSuccess, opt_init) { if (opt_init === undefined) { opt_init = ''; } tests.push({ vShaderSource: wtu.replaceParams(vsArrayTemplate, {constantExpression: constantExpression, init: opt_init}), vShaderSuccess: expectSuccess, linkSuccess: expectSuccess, passMsg: "Using " + constantExpression + " as an index for an array with size 4 in a vertex shader should " + (expectSuccess ? "compile." : "fail compilation.") }); tests.push({ fShaderSource: wtu.replaceParams(fsArrayTemplate, {constantExpression: constantExpression, init: opt_init}), fShaderSuccess: expectSuccess, linkSuccess: expectSuccess, passMsg: "Using " + constantExpression + " as an index for an array with size 4 in a fragment shader should " + (expectSuccess ? "compile." : "fail compilation.") }); tests.push({ vShaderSource: wtu.replaceParams(vsVectorTemplate, {constantExpression: constantExpression, init: opt_init}), vShaderSuccess: expectSuccess, linkSuccess: expectSuccess, passMsg: "Using " + constantExpression + " as a vec4 index in a vertex shader should " + (expectSuccess ? "compile." : "fail compilation.") }); tests.push({ fShaderSource: wtu.replaceParams(fsVectorTemplate, {constantExpression: constantExpression, init: opt_init}), fShaderSuccess: expectSuccess, linkSuccess: expectSuccess, passMsg: "Using " + constantExpression + " as a vec4 index in a fragment shader should " + (expectSuccess ? "compile." : "fail compilation.") }); tests.push({ vShaderSource: wtu.replaceParams(vsMatrixTemplate, {constantExpression: constantExpression, init: opt_init}), vShaderSuccess: expectSuccess, linkSuccess: expectSuccess, passMsg: "Using " + constantExpression + " as a mat4 index in a vertex shader should " + (expectSuccess ? "compile." : "fail compilation.") }); tests.push({ fShaderSource: wtu.replaceParams(fsMatrixTemplate, {constantExpression: constantExpression, init: opt_init}), fShaderSuccess: expectSuccess, linkSuccess: expectSuccess, passMsg: "Using " + constantExpression + " as a mat4 index in a fragment shader should " + (expectSuccess ? "compile." : "fail compilation.") }); } pushTest('0', true); pushTest('3', true); pushTest('-1', false); pushTest('4', false); pushTest('2 + 2', false); pushTest('6 - 2', false); pushTest('2 * 2', false); pushTest('8 / 2', false); pushTest('int(true) * 4', false); pushTest('ivec4(4).x', false); pushTest('ivec4(4)[0]', false); pushTest('int(vec4(5.0).x)', false); pushTest('int(mat4(5.0)[0].x)', false); pushTest('int(radians(360.0))', false); pushTest('int(degrees(1.0))', false); pushTest('int(5.0 + sin(0.0))', false); pushTest('int(5.0 + asin(0.0))', false); pushTest('int(pow(2.0, 3.0))', false); pushTest('int(exp(3.0))', false); pushTest('int(exp2(4.0))', false); pushTest('int(floor(-0.5))', false); // floor(-0.5) = -1.0 pushTest('int(5.0 + fract(-3.5))', false); pushTest('int(mod(2.0, -4.0))', false); // mod(2.0, -4.0) = 2.0 - (-4.0) * floor(2.0 / -4.0) = 2.0 + 4.0 * (-1.0) = -2.0 pushTest('int(mix(2.0, 8.0, 0.9))', false); pushTest('int(length(vec4(3.0)))', false); pushTest('int(lessThan(vec4(2.0), vec4(3.0)).x) * 4', false); pushTest('true ? 5 : 0', false); pushTest('int(false ? 0.0 : 5.0)', false); pushTest('my_struct(5, 1).field', false, 'struct my_struct { int field; int field2; };'); pushTest('int(-0.9)', true); // conversion to int drops the fractional part // Sequence operator returns the value of the right-most expression. // Note that the sequence operator is allowed in constant expressions in ESSL 1.00, // but not in ESSL 3.00, so with ESSL 3.00 failing compilation would not be required. pushTest('5, 1', true); pushTest('1, 5', false); GLSLConformanceTester.runTests(tests); } var successfullyParsed = true; </script> </body> </html>