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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/short-circuiting-in-loop-condition.html')
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/short-circuiting-in-loop-condition.html b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/short-circuiting-in-loop-condition.html new file mode 100644 index 000000000..b4551c537 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/short-circuiting-in-loop-condition.html @@ -0,0 +1,190 @@ +<!-- + +/* +** 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>Short circuit in loop condition 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> +<div id="description"></div> +<div id="console"></div> +<script id="vertex-shader" type="x-shader/x-vertex">#version 300 es + precision highp float; + in vec4 aPosition; + + void main() { + gl_Position = aPosition; + } +</script> +<script id="fshaderWhile" type="x-shader/x-fragment">#version 300 es +precision mediump float; +uniform bool u; +out vec4 result; +int sideEffectCounter; + +bool foo() { + ++sideEffectCounter; + return true; +} + +void main() { + sideEffectCounter = 0; + int iterations = 0; + + while(u && foo()) { + ++iterations; + if (iterations >= 10) { + break; + } + } + + bool success = (u && sideEffectCounter == 10) || (!u && sideEffectCounter == 0); + result = success ? vec4(0, 1.0, 0, 1.0) : vec4(0, 1.0, 0, 0); +} +</script> +<script id="fshaderFor" type="x-shader/x-fragment">#version 300 es +precision mediump float; +uniform bool u; +out vec4 result; +int sideEffectCounter; + +bool foo() { + ++sideEffectCounter; + return true; +} + +void main() { + sideEffectCounter = 0; + for(int iterations = 0; true; u && foo()) { + ++iterations; + if (iterations > 10) { + break; + } + } + + bool success = (u && sideEffectCounter == 10) || (!u && sideEffectCounter == 0); + result = success ? vec4(0, 1.0, 0, 1.0) : vec4(0, 1.0, 0, 0); +} +</script> +<script id="fshaderDoWhile" type="x-shader/x-fragment">#version 300 es +precision mediump float; +uniform bool u; +out vec4 result; +int sideEffectCounter; + +bool foo() { + ++sideEffectCounter; + return true; +} + +void main() { + sideEffectCounter = 0; + int iterations = 0; + + do { + ++iterations; + if (iterations > 10) { + break; + } + } while (u && foo()); + + bool success = (u && sideEffectCounter == 10) || (!u && sideEffectCounter == 0); + result = success ? vec4(0, 1.0, 0, 1.0) : vec4(0, 1.0, 0, 0); +} +</script> +<script id="fshaderSequence" type="x-shader/x-fragment">#version 300 es +precision mediump float; +uniform bool u; +out vec4 result; +int sideEffectCounter; + +bool foo() { + ++sideEffectCounter; + return true; +} + +void main() { + sideEffectCounter = 0; + int iterations = 0; + + while(u, u && foo()) { + ++iterations; + if (iterations >= 10) { + break; + } + } + + bool success = (u && sideEffectCounter == 10) || (!u && sideEffectCounter == 0); + result = success ? vec4(0, 1.0, 0, 1.0) : vec4(0, 1.0, 0, 0); +} +</script> +<script type="text/javascript"> +"use strict"; +description("Test behavior of a short-circuiting operator in a loop using a function call with side effects"); + +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext(undefined, undefined, 2); +wtu.setupUnitQuad(gl); + +var testShader = function(fshaderId, subTestDescription) { + debug(""); + debug(subTestDescription); + var program = wtu.setupProgram(gl, ["vertex-shader", fshaderId], ['aPosition'], undefined, true); + if (!program) { + testFailed('Program compilation failed'); + return; + } + + debug("Test short-circuiting operator with a true condition."); + gl.uniform1i(gl.getUniformLocation(program, "u"), 1); + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 0); + + debug("Test short-circuiting operator with a false condition."); + gl.uniform1i(gl.getUniformLocation(program, "u"), 0); + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 0); +}; + +if (!gl) { + testFailed("context does not exist"); +} else { + testShader("fshaderWhile", "in while loop condition"); + testShader("fshaderFor", "in for loop expression"); + testShader("fshaderDoWhile", "in do-while loop condition"); + testShader("fshaderSequence", "inside a sequence in while loop condition"); +} +var successfullyParsed = true; +finishTest(); +</script> +</body> +</html> |