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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/array-in-complex-expression.html b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/array-in-complex-expression.html new file mode 100644 index 000000000..8752acb26 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/array-in-complex-expression.html @@ -0,0 +1,165 @@ +<!-- + +/* +** 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 in complex expression 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> +<script src="../../js/glsl-conformance-test.js"></script> +</head> +<body> +<div id="description"></div> +<div id="console"></div> +<script id="fshaderAndShortCircuits" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +int g = 0; + +int[2] plus() { + ++g; + return int[2](g, g); +} + +bool minus() { + --g; + return false; +} + +void main() { + int a[2] = int[2](0, 0); + // The function call must not be evaluated, since && short-circuits + minus() && (a == plus()); + my_FragColor = vec4(0.0, ((g == -1) ? 1.0 : 0.0), 0.0, 1.0); +} +</script> +<script id="fshaderOrShortCircuits" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +int g = 0; + +int[2] plus() { + ++g; + return int[2](g, g); +} + +bool minus() { + --g; + return true; +} + +void main() { + int a[2] = int[2](0, 0); + // The function call must not be evaluated, since || short-circuits. + minus() || (a == plus()); + my_FragColor = vec4(0.0, ((g == -1) ? 1.0 : 0.0), 0.0, 1.0); +} +</script> +<script id="fshaderTernaryOnlyEvaluatesOneOperand" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +int g = 0; + +int[2] plus() { + ++g; + return int[2](g, g); +} + +void main() { + int a[2] = int[2](0, 0); + // The function call must not be evaluated, since the condition is true. + (g == 0) ? true : (a == plus()); + my_FragColor = vec4(0.0, ((g == 0) ? 1.0 : 0.0), 0.0, 1.0); +} +</script> +<script id="fshaderSequenceSideEffectsAffectingComparedArrayContent" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +int[2] func(int param) { + return int[2](param, param); +} + +void main() { + int a[2]; + for (int i = 0; i < 2; ++i) { + a[i] = 1; + } + int j = 0; + // Sequence operator evaluates operands from left to right (ESSL 3.00 section 5.9). + // The function call that returns the array needs to be evaluated after ++j + // for the expression to return the correct value (true). + bool result = ((++j), (a == func(j))); + my_FragColor = vec4(0.0, (result ? 1.0 : 0.0), 0.0, 1.0); +} +</script> +<script type="application/javascript"> +"use strict"; +description("Arrays in complex expressions should work"); +debug(""); +debug("This test is targeted to stress syntax tree transformations that might need to be done in shader translation when the platform doesn't natively support arrays as return values."); + +GLSLConformanceTester.runRenderTests([ +{ + fShaderId: 'fshaderAndShortCircuits', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "Expression where an array is returned from a function call inside an operand to && that doesn't get evaluated as result of short-circuiting" +}, +{ + fShaderId: 'fshaderOrShortCircuits', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "Expression where an array is returned from a function call inside an operand to || that doesn't get evaluated as result of short-circuiting" +}, +{ + fShaderId: 'fshaderTernaryOnlyEvaluatesOneOperand', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "Expression where an array is returned from a function call in an operand of a ternary operator that doesn't get evaluated" +}, +{ + fShaderId: 'fshaderSequenceSideEffectsAffectingComparedArrayContent', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Expression where first operand of a sequence operator has side effects which affect the second operand that returns an array' +} +], 2); +</script> +</body> +</html> + |