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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-comma-conditional-assignment.html')
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-comma-conditional-assignment.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-comma-conditional-assignment.html new file mode 100644 index 000000000..8606e0bb8 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-comma-conditional-assignment.html @@ -0,0 +1,213 @@ +<!-- + +/* +** Copyright (c) 2012 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>WebGL GLSL Conformance Tests</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> +</head> +<body> +<div id="description"></div> +<div id="console"></div> +<script id="fragmentShaderAGreaterThanBCheckR" type="text/something-not-javascript"> +// fragment shader with for scoping should succeed +precision mediump float; +void main() { + float a = 3.0; + float b = 2.0; + float r = 0.0; + float r0 = 0.5; + float r1 = 1.0; + float ab = a > b ? (r = r0, a) : (r = r1, b); + // Output green if successful, red if not. + gl_FragColor = ((r == r0) ? vec4(0,1,0,1) : vec4(1,0,0,1)); +} +</script> +<script id="fragmentShaderAGreaterThanBCheckAB" type="text/something-not-javascript"> +// fragment shader with for scoping should succeed +precision mediump float; +void main() { + float a = 3.0; + float b = 2.0; + float r = 0.0; + float r0 = 0.5; + float r1 = 1.0; + float ab = a > b ? (r = r0, a) : (r = r1, b); + // Output green if successful, red if not. + gl_FragColor = ((ab == a) ? vec4(0,1,0,1) : vec4(1,0,0,1)); +} +</script> +<script id="fragmentShaderAGreaterThanBCheckT0" type="text/something-not-javascript"> +// fragment shader with for scoping should succeed +precision mediump float; +void main() { + float a = 3.0; + float b = 2.0; + float t0 = 0.0; + float t1 = 0.0; + float r0 = 0.5; + float r1 = 1.0; + float ab = a > b ? (t0 = r0, a) : (t1 = r1, b); + // Output green if successful, red if not. + gl_FragColor = ((t0 == r0) ? vec4(0,1,0,1) : vec4(1,0,0,1)); +} +</script> +<script id="fragmentShaderAGreaterThanBCheckT1" type="text/something-not-javascript"> +// fragment shader with for scoping should succeed +precision mediump float; +void main() { + float a = 3.0; + float b = 2.0; + float t0 = 0.0; + float t1 = 0.0; + float r0 = 0.5; + float r1 = 1.0; + float ab = a > b ? (t0 = r0, a) : (t1 = r1, b); + // Output green if successful, red if not. + gl_FragColor = ((t1 == 0.0) ? vec4(0,1,0,1) : vec4(1,0,0,1)); +} +</script> +<script id="fragmentShaderBGreaterThanACheckR" type="text/something-not-javascript"> +// fragment shader with for scoping should succeed +precision mediump float; +void main() { + float a = 2.0; + float b = 3.0; + float r = 0.0; + float r0 = 0.5; + float r1 = 1.0; + float ab = a > b ? (r = r0, a) : (r = r1, b); + // Output green if successful, red if not. + gl_FragColor = ((r == r1) ? vec4(0,1,0,1) : vec4(1,0,0,1)); +} +</script> +<script id="fragmentShaderBGreaterThanACheckAB" type="text/something-not-javascript"> +// fragment shader with for scoping should succeed +precision mediump float; +void main() { + float a = 2.0; + float b = 3.0; + float r = 0.0; + float r0 = 0.5; + float r1 = 1.0; + float ab = a > b ? (r = r0, a) : (r = r1, b); + // Output green if successful, red if not. + gl_FragColor = ((ab == b) ? vec4(0,1,0,1) : vec4(1,0,0,1)); +} +</script> +<script id="fragmentShaderBGreaterThanACheckT0" type="text/something-not-javascript"> +// fragment shader with for scoping should succeed +precision mediump float; +void main() { + float a = 2.0; + float b = 3.0; + float t0 = 0.0; + float t1 = 0.0; + float r0 = 0.5; + float r1 = 1.0; + float ab = a > b ? (t0 = r0, a) : (t1 = r1, b); + // Output green if successful, red if not. + gl_FragColor = ((t0 == 0.0) ? vec4(0,1,0,1) : vec4(1,0,0,1)); +} +</script> +<script id="fragmentShaderBGreaterThanACheckT1" type="text/something-not-javascript"> +// fragment shader with for scoping should succeed +precision mediump float; +void main() { + float a = 2.0; + float b = 3.0; + float t0 = 0.0; + float t1 = 0.0; + float r0 = 0.5; + float r1 = 1.0; + float ab = a > b ? (t0 = r0, a) : (t1 = r1, b); + // Output green if successful, red if not. + gl_FragColor = ((t1 == r1) ? vec4(0,1,0,1) : vec4(1,0,0,1)); +} +</script> +<script> +"use strict"; +GLSLConformanceTester.runRenderTests([ +{ + fShaderId: 'fragmentShaderAGreaterThanBCheckR', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "comma based conditional assignment works", +}, +{ + fShaderId: 'fragmentShaderAGreaterThanBCheckAB', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "comma based conditional assignment works", +}, +{ + fShaderId: 'fragmentShaderAGreaterThanBCheckT0', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "comma based conditional assignment works", +}, +{ + fShaderId: 'fragmentShaderAGreaterThanBCheckT1', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "comma based conditional assignment works", +}, +{ + fShaderId: 'fragmentShaderBGreaterThanACheckR', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "comma based conditional assignment works", +}, +{ + fShaderId: 'fragmentShaderBGreaterThanACheckAB', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "comma based conditional assignment works", +}, +{ + fShaderId: 'fragmentShaderBGreaterThanACheckT0', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "comma based conditional assignment works", +}, +{ + fShaderId: 'fragmentShaderBGreaterThanACheckT1', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "comma based conditional assignment works", +} +]); +var successfullyParsed = true; +</script> +</body> +</html> |