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<!--
/*
** 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>
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