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+<!--
+
+/*
+** 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 array constructor assignment test</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/js-test-pre.js"></script>
+<script src="../../js/webgl-test-utils.js"></script>
+</head>
+<body>
+<canvas id="canvas" width="64" height="64"> </canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script id="vshader" type="x-shader/x-vertex">#version 300 es
+in vec3 aPosition;
+
+void main() {
+ gl_Position = vec4(aPosition, 1);
+}
+</script>
+<script id="fshaderNonConstantConstructorParameter" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+uniform int u;
+
+out vec4 my_FragColor;
+
+void main() {
+ // Test assigning a constructor result as opposed to initializing with a
+ // constructor result.
+ int a[3];
+ a = int[3](0, 1, u);
+ bool fail = false;
+ for (int i = 0; i < 2; ++i) {
+ if (a[i] != i) {
+ fail = true;
+ }
+ }
+ if (a[2] != u) {
+ fail = true;
+ }
+ my_FragColor = vec4(0.0, (fail ? 0.0 : 1.0), 0.0, 1.0);
+}
+</script>
+<script id="fshaderArrayOfStructs" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+
+out vec4 my_FragColor;
+
+struct S {
+ int foo;
+};
+
+void main() {
+ // Test assigning a constructor result as opposed to initializing with a
+ // constructor result.
+ S a[3];
+ a = S[3](S(0), S(1), S(2));
+ bool fail = false;
+ for (int i = 0; i < 3; ++i) {
+ if (a[i].foo != i) {
+ fail = true;
+ }
+ }
+ my_FragColor = vec4(0.0, (fail ? 0.0 : 1.0), 0.0, 1.0);
+}
+</script>
+<script type="application/javascript">
+"use strict";
+description("Assigning return values of array constructors should work.");
+debug("");
+var wtu = WebGLTestUtils;
+function test() {
+ var gl = wtu.create3DContext("canvas", undefined, 2);
+ if (!gl) {
+ testFailed("WebGL 2 context does not exist");
+ return;
+ }
+ wtu.setupUnitQuad(gl);
+
+ // This test only covers cases which are not covered by the dEQP tests.
+
+ debug("Testing with a non-constant integer");
+ var program = wtu.setupProgram(gl, ["vshader", "fshaderNonConstantConstructorParameter"], ["aPosition"], undefined, true);
+ var uniformLoc = gl.getUniformLocation(program, 'u');
+ gl.uniform1i(uniformLoc, 5);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvas(gl, [0, 255, 0, 255]);
+
+ debug("");
+ debug("Testing with an array of structs");
+ wtu.setupProgram(gl, ["vshader", "fshaderArrayOfStructs"], ["aPosition"], undefined, true);
+ wtu.drawUnitQuad(gl);
+ wtu.checkCanvas(gl, [0, 255, 0, 255]);
+};
+
+test();
+var successfullyParsed = true;
+finishTest();
+</script>
+</body>
+</html>
+