diff options
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/deqp/data/gles3/shaders/functions.test')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/deqp/data/gles3/shaders/functions.test | 4345 |
1 files changed, 4345 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/deqp/data/gles3/shaders/functions.test b/dom/canvas/test/webgl-conf/checkout/deqp/data/gles3/shaders/functions.test new file mode 100644 index 000000000..767a03599 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/deqp/data/gles3/shaders/functions.test @@ -0,0 +1,4345 @@ +# Tests todo: +# - inout with varyings, attributes, uniforms (and arrays of 'em) +# - inout with arrays, array elements +# - inout with array elements +# - inout by-value semantics (arrays & elements & structs) + +# Done: +# - control flow: return, return in loop, etc. + +group datatypes "Function Parameter Data Types" + + case float_float + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (float a) + { + return -a; + } + + void main() + { + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case float_vec2 + version 300 es + values + { + input vec2 in0 = [ vec2(0.0, 1.0) | vec2(2.0, 2.5) ]; + output float out0 = [ -1.0 | -4.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (vec2 a) + { + return -(a.x + a.y); + } + + void main() + { + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case float_vec3 + version 300 es + values + { + input vec3 in0 = [ vec3(0.0, 1.0, -2.0) | vec3(2.0, 2.5, -4.0) ]; + output float out0 = [ 1.0 | -0.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (vec3 a) + { + return -(a.x + a.y + a.z); + } + + void main() + { + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case float_vec4 + version 300 es + values + { + input vec4 in0 = [ vec4(0.0, 1.0, -2.0, 0.5) | vec4(2.0, 2.5, 4.0, -7.0) ]; + output float out0 = [ 0.5 | -1.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (vec4 a) + { + return -(a.x + a.y + a.z + a.w); + } + + void main() + { + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case float_mat2 + version 300 es + values + { + input mat2 in0 = [ mat2(0.0, 1.0, -2.0, 0.5) | mat2(2.0, 2.5, 4.0, -7.0) ]; + output float out0 = [ 0.5 | -1.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (mat2 a) + { + return -(a[0][0] + a[0][1] + a[1][0] + a[1][1]); + } + + void main() + { + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case float_mat3 + version 300 es + values + { + input mat3 in0 = [ mat3(0.0, 1.0, -2.0, 0.5, 1.0, -1.0, 2.0, 4.0, -1.0) | mat3(2.0, 2.5, 4.0, -7.0, 2.5, 3.0, 0.5, -3.5, 1.0) ]; + output float out0 = [ -4.5 | -5.0 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (mat3 a) + { + return -(a[0][0] + a[0][1] + a[0][2] + a[1][0] + a[1][1] + a[1][2] + a[2][0] + a[2][1] + a[2][2]); + } + + void main() + { + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case float_mat4 + version 300 es + values + { + input mat4 in0 = [ mat4(0.0, 1.0, -2.0, 0.5, 1.0, -1.0, 2.0, 4.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -2.0, -2.0) | mat4(2.0, 2.5, 4.0, -7.0, 2.5, 3.0, 0.5, -3.5, 1.0, 0.0, 2.0, -1.0, 1.0, 0.0, -1.0, 3.0) ]; + output float out0 = [ -5.5 | -9.0 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (mat4 a) + { + return -(a[0][0] + a[0][1] + a[0][2] + a[0][3] + a[1][0] + a[1][1] + a[1][2] + a[1][3] + a[2][0] + a[2][1] + a[2][2] + a[2][3] + a[3][0] + a[3][1] + a[3][2] + a[3][3]); + } + + void main() + { + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case int_int + version 300 es + values + { + input int in0 = [ -1 | 0 | 1 | 4 ]; + output int out0 = [ 1 | 0 | -1 | -4 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + int func (int a) + { + return -a; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case int_ivec2 + version 300 es + values + { + input ivec2 in0 = [ ivec2(-1, 0) | ivec2(1, 4) ]; + output int out0 = [ 1 | -5 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + int func (ivec2 a) + { + return -(a.x + a.y); + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case int_ivec3 + version 300 es + values + { + input ivec3 in0 = [ ivec3(-1, 0, 2) | ivec3(1, 4, -8) ]; + output int out0 = [ -1 | 3 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + int func (ivec3 a) + { + return -(a.x + a.y + a.z); + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case int_ivec4 + version 300 es + values + { + input ivec4 in0 = [ ivec4(-1, 0, 2, 2) | ivec4(1, 4, -8, 2) ]; + output int out0 = [ -3 | 1 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + int func (ivec4 a) + { + return -(a.x + a.y + a.z + a.w); + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case uint_uint + version 300 es + values + { + input uint in0 = [ 1 | 0 | 2 | 4 ]; + output uint out0 = [ 1 | 0 | 4 | 16 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + uint func (uint a) + { + return a*a; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case uint_uvec2 + version 300 es + values + { + input uvec2 in0 = [ uvec2(1, 0) | uvec2(2, 4) ]; + output uint out0 = [ 1 | 6 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + uint func (uvec2 a) + { + return (a.x + a.y); + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case uint_uvec3 + version 300 es + values + { + input uvec3 in0 = [ uvec3(1, 0, 2) | uvec3(1, 4, 8) ]; + output uint out0 = [ 3 | 13 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + uint func (uvec3 a) + { + return (a.x + a.y + a.z); + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case uint_uvec4 + version 300 es + values + { + input uvec4 in0 = [ uvec4(1, 0, 2, 2) | uvec4(1, 4, 8, 2) ]; + output uint out0 = [ 5 | 15 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + uint func (uvec4 a) + { + return (a.x + a.y + a.z + a.w); + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case bool_bool + version 300 es + values + { + input bool in0 = [ true | false ]; + output bool out0 = [ false | true ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + bool func (bool a) + { + return !a; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case bool_bvec2 + version 300 es + values + { + input bvec2 in0 = [ bvec2(true, true) | bvec2(false, true) ]; + output bool out0 = [ false | true ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + bool func (bvec2 a) + { + return !(a.x == a.y); + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case bool_bvec3 + version 300 es + values + { + input bvec3 in0 = [ bvec3(true, true, false) | bvec3(true, false, false) ]; + output bool out0 = [ false | true ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + bool func (bvec3 a) + { + return (a.x == a.y) == a.z; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case bool_bvec4 + version 300 es + values + { + input bvec4 in0 = [ bvec4(true, true, true, false) | bvec4(false, false, true, true) | bvec4(true, false, false, true) ]; + output bool out0 = [ false | true | true ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + bool func (bvec4 a) + { + return ((a.x == a.y) == (a.z == a.w)); + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case mat2 + version 300 es + values + { + input mat2 in0 = [ mat2(-2.0, 0.5, -1.0, 1.0) | mat2(1.0, -3.5, -3.5, 2.5) | mat2(-2.0, -2.0, 3.5, 0.0) ]; + output mat2 out0 = [ mat2(4.0, -1.0, 2.0, -2.0) | mat2(-2.0, 7.0, 7.0, -5.0) | mat2(4.0, 4.0, -7.0, -0.0) ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + mat2 func (mat2 a) + { + return -2.0*a; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + + case mat2x3 + version 300 es + values + { + input mat2x3 in0 = [ mat2x3(2.5, 0.0, 1.0, -2.5, 1.0, 3.0) | mat2x3(0.0, 2.0, 1.5, -3.5, 2.0, 0.5) | mat2x3(-1.5, -3.5, 2.5, 0.0, 1.5, 3.0) ]; + output mat2x3 out0 = [ mat2x3(-5.0, -0.0, -2.0, 5.0, -2.0, -6.0) | mat2x3(-0.0, -4.0, -3.0, 7.0, -4.0, -1.0) | mat2x3(3.0, 7.0, -5.0, -0.0, -3.0, -6.0) ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + mat2x3 func (mat2x3 a) + { + return -2.0*a; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + + case mat2x4 + version 300 es + values + { + input mat2x4 in0 = [ mat2x4(1.5, 3.0, -1.0, 2.5, -0.5, 3.5, 3.0, -3.0) | mat2x4(-2.5, -2.0, 3.5, -0.5, 1.0, -1.5, 0.0, -1.0) | mat2x4(-1.0, 0.5, 0.5, 3.0, 1.5, 3.0, 2.5, 3.5) ]; + output mat2x4 out0 = [ mat2x4(-3.0, -6.0, 2.0, -5.0, 1.0, -7.0, -6.0, 6.0) | mat2x4(5.0, 4.0, -7.0, 1.0, -2.0, 3.0, -0.0, 2.0) | mat2x4(2.0, -1.0, -1.0, -6.0, -3.0, -6.0, -5.0, -7.0) ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + mat2x4 func (mat2x4 a) + { + return -2.0*a; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + + case mat3x2 + version 300 es + values + { + input mat3x2 in0 = [ mat3x2(1.5, -2.5, 2.5, 3.5, 3.0, 0.5) | mat3x2(1.5, -2.0, 2.5, 0.5, -1.5, -3.5) | mat3x2(2.5, 3.5, -3.0, 2.5, -0.5, -2.5) ]; + output mat3x2 out0 = [ mat3x2(-3.0, 5.0, -5.0, -7.0, -6.0, -1.0) | mat3x2(-3.0, 4.0, -5.0, -1.0, 3.0, 7.0) | mat3x2(-5.0, -7.0, 6.0, -5.0, 1.0, 5.0) ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + mat3x2 func (mat3x2 a) + { + return -2.0*a; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + + case mat3 + version 300 es + values + { + input mat3 in0 = [ mat3(-1.5, 2.0, 3.0, -3.5, 1.0, -3.5, 1.5, -1.5, 3.0) | mat3(3.5, 0.0, 3.5, -1.5, -3.0, 0.5, -3.5, -2.5, -0.5) | mat3(1.0, -2.5, -3.5, 3.0, -1.5, 3.5, 3.0, -1.0, -0.5) ]; + output mat3 out0 = [ mat3(3.0, -4.0, -6.0, 7.0, -2.0, 7.0, -3.0, 3.0, -6.0) | mat3(-7.0, -0.0, -7.0, 3.0, 6.0, -1.0, 7.0, 5.0, 1.0) | mat3(-2.0, 5.0, 7.0, -6.0, 3.0, -7.0, -6.0, 2.0, 1.0) ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + mat3 func (mat3 a) + { + return -2.0*a; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + + case mat3x4 + version 300 es + values + { + input mat3x4 in0 = [ mat3x4(0.0, 1.0, 0.5, 0.5, 1.0, 3.5, 0.0, -0.5, 1.5, -2.0, -1.5, 3.5) | mat3x4(0.0, 0.5, -3.5, -0.5, 0.5, -3.5, 1.0, 1.0, -3.5, 1.0, -0.5, 1.5) | mat3x4(-1.0, 1.5, 2.0, -3.5, -3.5, 1.5, 3.5, -2.0, -0.5, 0.5, -1.5, -1.0) ]; + output mat3x4 out0 = [ mat3x4(-0.0, -2.0, -1.0, -1.0, -2.0, -7.0, -0.0, 1.0, -3.0, 4.0, 3.0, -7.0) | mat3x4(-0.0, -1.0, 7.0, 1.0, -1.0, 7.0, -2.0, -2.0, 7.0, -2.0, 1.0, -3.0) | mat3x4(2.0, -3.0, -4.0, 7.0, 7.0, -3.0, -7.0, 4.0, 1.0, -1.0, 3.0, 2.0) ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + mat3x4 func (mat3x4 a) + { + return -2.0*a; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + + case mat4x2 + version 300 es + values + { + input mat4x2 in0 = [ mat4x2(-1.5, -1.0, 0.5, -1.5, -1.0, 2.0, -3.5, 0.5) | mat4x2(2.0, -1.5, -2.0, 2.5, -2.0, -2.5, -0.5, 1.5) | mat4x2(-3.0, -1.5, -1.0, 2.5, -0.5, 2.5, -2.5, -1.0) ]; + output mat4x2 out0 = [ mat4x2(3.0, 2.0, -1.0, 3.0, 2.0, -4.0, 7.0, -1.0) | mat4x2(-4.0, 3.0, 4.0, -5.0, 4.0, 5.0, 1.0, -3.0) | mat4x2(6.0, 3.0, 2.0, -5.0, 1.0, -5.0, 5.0, 2.0) ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + mat4x2 func (mat4x2 a) + { + return -2.0*a; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + + case mat4x3 + version 300 es + values + { + input mat4x3 in0 = [ mat4x3(1.0, 3.0, -0.5, -2.0, -3.0, 0.0, -2.5, 2.5, 2.5, -2.5, -1.5, 2.5) | mat4x3(1.0, 2.5, -1.0, -3.0, -1.5, 2.0, -1.5, -1.0, -0.5, -0.5, -0.5, 3.0) | mat4x3(-2.5, -3.5, 3.5, 3.0, 3.5, -0.5, 3.5, 3.0, -2.0, 2.0, 2.5, 1.0) ]; + output mat4x3 out0 = [ mat4x3(-2.0, -6.0, 1.0, 4.0, 6.0, -0.0, 5.0, -5.0, -5.0, 5.0, 3.0, -5.0) | mat4x3(-2.0, -5.0, 2.0, 6.0, 3.0, -4.0, 3.0, 2.0, 1.0, 1.0, 1.0, -6.0) | mat4x3(5.0, 7.0, -7.0, -6.0, -7.0, 1.0, -7.0, -6.0, 4.0, -4.0, -5.0, -2.0) ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + mat4x3 func (mat4x3 a) + { + return -2.0*a; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + + case mat4 + version 300 es + values + { + input mat4 in0 = [ mat4(0.0, -1.5, -1.0, -2.0, -3.0, 0.5, -1.5, 2.5, -3.5, 3.0, 1.5, 3.0, 3.0, 3.0, 0.5, -3.5) | mat4(2.0, -2.5, -1.5, 1.0, 0.0, -0.5, 3.5, 1.0, -1.0, -2.0, 2.5, 0.0, 2.0, -1.0, -2.5, 0.5) | mat4(2.5, -2.5, 2.0, 3.0, 2.5, 2.5, -3.5, 1.0, 2.5, -3.5, -1.5, -1.5, 0.0, -0.5, 0.0, 2.0) ]; + output mat4 out0 = [ mat4(-0.0, 3.0, 2.0, 4.0, 6.0, -1.0, 3.0, -5.0, 7.0, -6.0, -3.0, -6.0, -6.0, -6.0, -1.0, 7.0) | mat4(-4.0, 5.0, 3.0, -2.0, -0.0, 1.0, -7.0, -2.0, 2.0, 4.0, -5.0, -0.0, -4.0, 2.0, 5.0, -1.0) | mat4(-5.0, 5.0, -4.0, -6.0, -5.0, -5.0, 7.0, -2.0, -5.0, 7.0, 3.0, 3.0, -0.0, 1.0, -0.0, -4.0) ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + mat4 func (mat4 a) + { + return -2.0*a; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case float_struct + version 300 es + values + { + input vec3 in0 = [ vec3(0.0, 1.0, -2.0) | vec3(2.0, 2.5, -4.0) ]; + output float out0 = [ 1.0 | -0.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + struct Pos { float a, b, c; }; + + float func (Pos p) + { + return -(p.a + p.b + p.c); + } + + void main() + { + Pos p = Pos(in0.x, in0.y, in0.z); + out0 = func(p); + ${OUTPUT} + } + "" + end + + case struct_struct + version 300 es + values + { + input vec3 in0 = [ vec3(0.0, 1.0, -2.0) | vec3(2.0, 2.5, -4.0) ]; + output float out0 = [ 1.0 | -0.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + struct Pos { float a, b, c; }; + + Pos func (Pos p) + { + return Pos(-p.a, -p.b, -p.c); + } + + void main() + { + Pos p = Pos(in0.x, in0.y, in0.z); + p = func(p); + out0 = p.a + p.b + p.c; + ${OUTPUT} + } + "" + end + + case struct_nested_struct + version 300 es + values + { + input vec3 in0 = [ vec3(0.0, 1.0, -2.0) | vec3(2.0, 2.5, -4.0) ]; + output float out0 = [ 1.0 | -0.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + struct Pos { float a, b, c; }; + struct Line { Pos start, end; }; + + Line func (Pos p) + { + return Line(p, Pos(-p.a, -p.b, -p.c)); + } + + float sum (Pos p) + { + return (p.a + p.b + p.c); + } + + void main() + { + Pos p = Pos(in0.x, in0.y, in0.z); + Line line = func(p); + out0 = sum(line.start) + (2.0 * sum(line.end)); + ${OUTPUT} + } + "" + end + + +end # datatypes + +group qualifiers "Function Parameter Qualifiers" + + case in_float + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + float func (in float a) + { + a = -a; + return 2.0 * a; + } + + void main() + { + ${SETUP} + float f = in0; + float g = func(f); + out0 = f + g; + ${OUTPUT} + } + "" + end + + case out_float + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + void func (out float a) + { + a = -1.0; + } + + void main() + { + ${SETUP} + float f = 1.0; + func(f); + out0 = f * in0; + ${OUTPUT} + } + "" + end + + case inout_float + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + void func (inout float a) + { + a = -a; + } + + void main() + { + ${SETUP} + float f = 1.0; + func(f); + out0 = f * in0; + ${OUTPUT} + } + "" + end + + case in_lowp_float + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + float func (in lowp float a) + { + a = -a; + return 2.0 * a; + } + + void main() + { + ${SETUP} + float f = in0; + float g = func(f); + out0 = f + g; + ${OUTPUT} + } + "" + end + + case out_lowp_float + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + void func (out lowp float a) + { + a = -1.0; + } + + void main() + { + ${SETUP} + float f = 1.0; + func(f); + out0 = f * in0; + ${OUTPUT} + } + "" + end + + case inout_lowp_float + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + void func (inout lowp float a) + { + a = -a; + } + + void main() + { + ${SETUP} + float f = 1.0; + func(f); + out0 = f * in0; + ${OUTPUT} + } + "" + end + + case in_highp_float + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + float func (in highp float a) + { + a = -a; + return 2.0 * a; + } + + void main() + { + ${SETUP} + float f = in0; + float g = func(f); + out0 = f + g; + ${OUTPUT} + } + "" + end + + case out_highp_float + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + void func (out highp float a) + { + a = -1.0; + } + + void main() + { + ${SETUP} + float f = 1.0; + func(f); + out0 = f * in0; + ${OUTPUT} + } + "" + end + + case inout_highp_float + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + void func (inout highp float a) + { + a = -a; + } + + void main() + { + ${SETUP} + float f = 1.0; + func(f); + out0 = f * in0; + ${OUTPUT} + } + "" + end + + case const_float + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + float func (const float a) + { + float b = -a; + return 2.0 * b; + } + + void main() + { + ${SETUP} + float f = in0; + float g = func(f); + out0 = f + g; + ${OUTPUT} + } + "" + end + + case const_in_float + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + float func (const in float a) + { + float b = -a; + return 2.0 * b; + } + + void main() + { + ${SETUP} + float f = in0; + float g = func(f); + out0 = f + g; + ${OUTPUT} + } + "" + end + + case in_int + version 300 es + values + { + input int in0 = [ 0 | 1 | -2 | 4 ]; + output int out0 = [ 0 | -1 | 2 | -4 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + int func (in int a) + { + a = -a; + return 2 * a; + } + + void main() + { + ${SETUP} + int f = in0; + int g = func(f); + out0 = f + g; + ${OUTPUT} + } + "" + end + + case out_int + version 300 es + values + { + input int in0 = [ 0 | 1 | -2 | 6 ]; + output int out0 = [ 0 | -1 | 2 | -6 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + void func (out int a) + { + a = -1; + } + + void main() + { + ${SETUP} + int f = 1; + func(f); + out0 = f * in0; + ${OUTPUT} + } + "" + end + + case inout_int + version 300 es + values + { + input int in0 = [ 0 | 1 | -2 | 6 ]; + output int out0 = [ 0 | -1 | 2 | -6 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + void func (inout int a) + { + a = -a; + } + + void main() + { + ${SETUP} + int f = 1; + func(f); + out0 = f * in0; + ${OUTPUT} + } + "" + end + + case in_lowp_int + version 300 es + values + { + input int in0 = [ 0 | 1 | -2 | 4 ]; + output int out0 = [ 0 | -1 | 2 | -4 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + int func (in lowp int a) + { + a = -a; + return 2 * a; + } + + void main() + { + ${SETUP} + int f = in0; + int g = func(f); + out0 = f + g; + ${OUTPUT} + } + "" + end + + case out_lowp_int + version 300 es + values + { + input int in0 = [ 0 | 1 | -2 | 6 ]; + output int out0 = [ 0 | -1 | 2 | -6 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + void func (out lowp int a) + { + a = -1; + } + + void main() + { + ${SETUP} + int f = 1; + func(f); + out0 = f * in0; + ${OUTPUT} + } + "" + end + + case inout_lowp_int + version 300 es + values + { + input int in0 = [ 0 | 1 | -2 | 6 ]; + output int out0 = [ 0 | -1 | 2 | -6 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + void func (inout lowp int a) + { + a = -a; + } + + void main() + { + ${SETUP} + int f = 1; + func(f); + out0 = f * in0; + ${OUTPUT} + } + "" + end + + case in_highp_int + version 300 es + values + { + input int in0 = [ 0 | 1 | -2 | 4 ]; + output int out0 = [ 0 | -1 | 2 | -4 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + int func (in highp int a) + { + a = -a; + return 2 * a; + } + + void main() + { + ${SETUP} + int f = in0; + int g = func(f); + out0 = f + g; + ${OUTPUT} + } + "" + end + + case out_highp_int + version 300 es + values + { + input int in0 = [ 0 | 1 | -2 | 6 ]; + output int out0 = [ 0 | -1 | 2 | -6 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + void func (out highp int a) + { + a = -1; + } + + void main() + { + ${SETUP} + int f = 1; + func(f); + out0 = f * in0; + ${OUTPUT} + } + "" + end + + case inout_highp_int + version 300 es + values + { + input int in0 = [ 0 | 1 | -2 | 6 ]; + output int out0 = [ 0 | -1 | 2 | -6 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + void func (inout highp int a) + { + a = -a; + } + + void main() + { + ${SETUP} + int f = 1; + func(f); + out0 = f * in0; + ${OUTPUT} + } + "" + end + + case const_int + version 300 es + values + { + input int in0 = [ 0 | 1 | -2 | 4 ]; + output int out0 = [ 0 | -1 | 2 | -4 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + int func (const int a) + { + int b = -a; + return 2 * b; + } + + void main() + { + ${SETUP} + int f = in0; + int g = func(f); + out0 = f + g; + ${OUTPUT} + } + "" + end + + case const_in_int + version 300 es + values + { + input int in0 = [ 0 | 1 | -2 | 4 ]; + output int out0 = [ 0 | -1 | 2 | -4 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + int func (const in int a) + { + int b = -a; + return 2 * b; + } + + void main() + { + ${SETUP} + int f = in0; + int g = func(f); + out0 = f + g; + ${OUTPUT} + } + "" + end + + case in_bool + version 300 es + values + { + input bool in0 = [ true | false ]; + output bool out0 = [ true | true ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + bool func (in bool a) + { + a = !a; + return a; + } + + void main() + { + ${SETUP} + bool f = in0; + bool g = func(f); + out0 = (f != g); + ${OUTPUT} + } + "" + end + + case out_bool + version 300 es + values + { + input bool in0 = [ true | false ]; + output bool out0 = [ false | true ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (out bool a) + { + a = false; + } + + void main() + { + ${SETUP} + bool f = true; + func(f); + out0 = (in0 == f); + ${OUTPUT} + } + "" + end + + case inout_bool + version 300 es + values + { + input bool in0 = [ true | false ]; + output bool out0 = [ false | true ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (inout bool a) + { + a = !a; + } + + void main() + { + ${SETUP} + bool f = true; + func(f); + out0 = (in0 == f); + ${OUTPUT} + } + "" + end + + case const_bool + version 300 es + values + { + input bool in0 = [ true | false ]; + output bool out0 = [ true | true ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + bool func (const bool a) + { + bool b = !a; + return b; + } + + void main() + { + ${SETUP} + bool f = in0; + bool g = func(f); + out0 = (f != g); + ${OUTPUT} + } + "" + end + +end # qualifiers + +group declarations "Function Declarations" + + case basic + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (void); + + float func (void) + { + return -1.0; + } + + void main() + { + out0 = func() * in0; + ${OUTPUT} + } + "" + end + + case basic_arg + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (float f); + + float func (float f) + { + return -f; + } + + void main() + { + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case define_after_use + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (void); + + void main() + { + out0 = func() * in0; + ${OUTPUT} + } + + float func (void) + { + return -1.0; + } + "" + end + + case double_declare + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (void); + + float func (void); + + float func (void) + { + return -1.0; + } + + void main() + { + out0 = func() * in0; + ${OUTPUT} + } + "" + end + + case declare_after_define + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (void) + { + return -1.0; + } + + float func (void); + + void main() + { + out0 = func() * in0; + ${OUTPUT} + } + "" + end + + case void_vs_no_void + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (); + + void main() + { + out0 = func() * in0; + ${OUTPUT} + } + + float func (void) + { + return -1.0; + } + "" + end + + case in_vs_no_in + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (float f); + + void main() + { + out0 = func(in0); + ${OUTPUT} + } + + float func (in float f) + { + return -f; + } + "" + end + + case default_vs_explicit_precision + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (float f); + + void main() + { + out0 = func(in0); + ${OUTPUT} + } + + float func (mediump float f) + { + return -f; + } + "" + end + + +end # declarations + +group overloading "Function Overloading" + + case user_func_arg_type_simple + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + float func (float a) + { + return -a; + } + + int func (int a) + { + return -a; + } + + void main() + { + out0 = func(in0) * float(func(-1)); + ${OUTPUT} + } + "" + end + + case user_func_arg_float_types + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + float func (float a) { return -a; } + vec2 func (vec2 a) { return a.yx; } + vec3 func (vec3 a) { return a.xxx; } + vec4 func (vec4 a) { return a.wwww; } + + void main() + { + out0 = func(func(func(func(vec4(in0)).xyz).xy).x); + ${OUTPUT} + } + "" + end + + case user_func_arg_int_types + version 300 es + values + { + input int in0 = [ 0 | 1 | -2 | 6 ]; + output int out0 = [ 0 | -1 | 2 | -6 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + int func (int a) { return -a; } + ivec2 func (ivec2 a) { return a.yx; } + ivec3 func (ivec3 a) { return a.xxx; } + ivec4 func (ivec4 a) { return a.wwww; } + + void main() + { + ${SETUP} + out0 = func(func(func(func(ivec4(in0)).xyz).xy).x); + ${OUTPUT} + } + "" + end + + case user_func_arg_bool_types + version 300 es + values + { + input bool in0 = [ true | false ]; + output bool out0 = [ false | true ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + bool func (bool a) { return !a; } + bvec2 func (bvec2 a) { return a.yx; } + bvec3 func (bvec3 a) { return a.xxx; } + bvec4 func (bvec4 a) { return a.wwww; } + + void main() + { + ${SETUP} + out0 = func(func(func(func(bvec4(in0)).xyz).xy).x); + ${OUTPUT} + } + "" + end + + case user_func_arg_basic_types + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + float func (float a) { return -a; } + vec2 func (vec2 a) { return a.yx; } + vec3 func (vec3 a) { return a.xxx; } + vec4 func (vec4 a) { return a.wwww; } + int func (int a) { return -a; } + ivec2 func (ivec2 a) { return a.yx; } + ivec3 func (ivec3 a) { return a.xxx; } + ivec4 func (ivec4 a) { return a.wwww; } + bool func (bool a) { return !a; } + bvec2 func (bvec2 a) { return a.yx; } + bvec3 func (bvec3 a) { return a.xxx; } + bvec4 func (bvec4 a) { return a.wwww; } + + void main() + { + ${SETUP} + if (func(func(bvec4(false)).x)) + out0 = func(in0) * float(func(-1)); + else + out0 = float(func(func(ivec4(func(func(func(vec4(0.5)).xyz).xy).xxxx)).xy).x); + ${OUTPUT} + } + "" + end + + case user_func_arg_complex_types + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + struct Pos { float a, b, c; }; + struct Line { Pos start, end; }; + + float func (float a) { return -a; } + float func (float a[4]) { return a[0] + a[3]; } + vec2 func (vec2 a) { return a.yx; } + vec3 func (vec3 a) { return a.xxx; } + vec4 func (vec4 a) { return a.wwww; } + vec4 func (vec4 a[4]) { return a[1] + a[2]; } + int func (int a) { return -a; } + ivec2 func (ivec2 a) { return a.yx; } + ivec3 func (ivec3 a) { return a.xxx; } + ivec4 func (ivec4 a) { return a.wwww; } + bool func (bool a) { return !a; } + bvec2 func (bvec2 a) { return a.yx; } + bvec3 func (bvec3 a) { return a.xxx; } + bvec4 func (bvec4 a) { return a.wwww; } + Pos func (Pos a) { return a; } + Line func (Line a) { return Line(a.end, a.start); } + + void main() + { + ${SETUP} + float arr[4]; + vec4 arr2[4]; + out0 = func(arr) + func(arr2).x; + if (func(func(bvec4(false)).x)) + out0 = func(in0) * float(func(-1)); + else + out0 = float(func(func(ivec4(func(func(func(vec4(0.5)).xyz).xy).xxxx)).xy).x); + ${OUTPUT} + } + "" + end + + case user_func_arguments + version 300 es + values + { + input float in0 = [ 0.0 | 1.0 | -2.0 | 2.5 ]; + output float out0 = [ 0.0 | -1.0 | 2.0 | -2.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (float a) + { + return -a; + } + + float func (float a, float b) + { + return a * b; + } + + void main() + { + out0 = func(in0) * func(-0.5, -2.0); + ${OUTPUT} + } + "" + end + + case array_size + version 300 es + values + { + output float out0 = [ 1.0 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (float f[3]) + { + return f[0]; + } + + float func (float f[4]) + { + return f[1]; + } + + void main () + { + ${SETUP} + float[4] x = float[4] (-1.0, 1.0, 0.0, 0.0); + out0 = func(x); + ${OUTPUT} + } + "" + end + +end # overloading + +group array_arguments "Arrays as Arguments" + + case local_in_float + version 300 es + values + { + input vec4 in0 = [ vec4(0.0, 1.0, 2.0, -4.0) | vec4(-7.5, 12.125, -0.25, 16.0) ]; + output vec4 out0 = [ vec4(0.0, -1.0, -2.0, 4.0) | vec4(7.5, -12.125, 0.25, -16.0) ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (in float a[4]) + { + a[0] = -1.0; + a[2] = -4.0; + a[3] = -3.0 * a[1]; + return a[0]; + } + + void main() + { + float arr[4]; + arr[0] = in0.x; + arr[1] = in0.y; + arr[2] = in0.z; + arr[3] = in0.w; + float f = func(arr); + out0 = f * vec4(arr[0], arr[1], arr[2], arr[3]); + ${OUTPUT} + } + "" + end + + case global_in_float + version 300 es + values + { + input vec4 in0 = [ vec4(0.0, 1.0, 2.0, -4.0) | vec4(-7.5, 12.125, -0.25, 16.0) ]; + output vec4 out0 = [ vec4(0.0, -1.0, -2.0, 4.0) | vec4(7.5, -12.125, 0.25, -16.0) ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (in float a[4]) + { + a[0] = -1.0; + a[2] = -4.0; + a[3] = -3.0 * a[1]; + return a[0]; + } + + float arr[4]; + + void main() + { + arr[0] = in0.x; + arr[1] = in0.y; + arr[2] = in0.z; + arr[3] = in0.w; + float f = func(arr); + out0 = f * vec4(arr[0], arr[1], arr[2], arr[3]); + ${OUTPUT} + } + "" + end + + case local_in_int + version 300 es + values + { + input ivec4 in0 = [ ivec4(0, 1, 2, -4) | ivec4(-7, -11, 13, 19) ]; + output ivec4 out0 = [ ivec4(0, -1, -2, 4) | ivec4(7, 11, -13, -19) ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + int func (in int a[4]) + { + a[0] = -1; + a[2] = -4; + a[3] = -3 * a[1]; + return a[0]; + } + + void main() + { + ${SETUP} + int arr[4]; + arr[0] = in0.x; + arr[1] = in0.y; + arr[2] = in0.z; + arr[3] = in0.w; + int f = func(arr); + out0 = f * ivec4(arr[0], arr[1], arr[2], arr[3]); + ${OUTPUT} + } + "" + end + + case global_in_int + version 300 es + values + { + input ivec4 in0 = [ ivec4(0, 1, 2, 4) | ivec4(-7, -11, 13, 19) ]; + output ivec4 out0 = [ ivec4(0, -1, -2, -4) | ivec4(7, 11, -13, -19) ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + int func (in int a[4]) + { + a[0] = -1; + a[2] = -4; + a[3] = -3 * a[1]; + return a[0]; + } + + int arr[4]; + + void main() + { + ${SETUP} + arr[0] = in0.x; + arr[1] = in0.y; + arr[2] = in0.z; + arr[3] = in0.w; + int f = func(arr); + out0 = f * ivec4(arr[0], arr[1], arr[2], arr[3]); + ${OUTPUT} + } + + "" + end + + case local_in_bool + version 300 es + values + { + input bvec4 in0 = [ bvec4(true, true, false, true) | bvec4(false, false, false, false) ]; + output bvec4 out0 = [ bvec4(false, false, true, false) | bvec4(true, true, true, true) ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + bool func (in bool a[4]) + { + a[0] = false; + a[2] = true; + a[3] = !a[1]; + return a[0]; + } + + void main() + { + ${SETUP} + bool arr[4]; + arr[0] = !in0.x; + arr[1] = !in0.y; + arr[2] = !in0.z; + arr[3] = !in0.w; + func(arr); + out0 = bvec4(arr[0], arr[1], arr[2], arr[3]); + ${OUTPUT} + } + "" + end + + case global_in_bool + version 300 es + values + { + input bvec4 in0 = [ bvec4(true, true, false, true) | bvec4(false, false, false, false) ]; + output bvec4 out0 = [ bvec4(false, false, true, false) | bvec4(true, true, true, true) ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + bool func (in bool a[4]) + { + a[0] = false; + a[2] = true; + a[3] = !a[1]; + return a[0]; + } + + bool arr[4]; + + void main() + { + ${SETUP} + arr[0] = !in0.x; + arr[1] = !in0.y; + arr[2] = !in0.z; + arr[3] = !in0.w; + func(arr); + out0 = bvec4(arr[0], arr[1], arr[2], arr[3]); + ${OUTPUT} + } + "" + end + + case test_helpers + version 300 es + desc "Check that helper functions are supported properly." + values + { + input vec4 in0 = [ vec4(0.0, 1.0, 2.0, -4.0) | vec4(-7.5, 12.125, -0.25, 16.0) ]; + output float out0 = [ 1.0 | 1.0 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + vec4 get (in float arr[4]); + void set (out float arr[4], vec4 val); + void negate (inout float arr[4]); + bool test (in float arr[4], vec4 ref); + bool isEqual (in float a[4], in float b[4]); + + void main() + { + float arr[4]; + set(arr, in0); + negate(arr); + out0 = float(test(arr, -in0)); + ${OUTPUT} + } + + float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); } + vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); } + void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; } + void negate (inout float arr[4]) { set(arr, -get(arr)); } + bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); } + bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); } + "" + end + + case copy_local_in_on_call + version 300 es + desc "Check that local 'in' arguments are copied on call and don't alias." + values + { + input vec4 in0 = [ vec4(0.0, 1.0, 2.0, -4.0) | vec4(-7.5, 12.125, -0.25, 16.0) ]; + output vec4 out0 = [ vec4(0.0, -1.0, -2.0, 4.0) | vec4(7.5, -12.125, 0.25, -16.0) ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + vec4 get (in float arr[4]); + void set (out float arr[4], vec4 val); + void negate (inout float arr[4]); + bool test (in float arr[4], vec4 ref); + bool isEqual (in float a[4], in float b[4]); + + float func (in float a[4], in float b[4]) + { + a[0] = 2.123; + a[2] = -4.123; + return isEqual(a, b) ? 1.0 : -1.0; + } + + void main() + { + float arr[4]; + set(arr, in0); + out0 = in0 * func(arr, arr); + ${OUTPUT} + } + + float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); } + vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); } + void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; } + void negate (inout float arr[4]) { set(arr, -get(arr)); } + bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); } + bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); } + "" + end + + case copy_global_in_on_call + version 300 es + desc "Check that global 'in' arguments are copied on call and don't alias." + values + { + input vec4 in0 = [ vec4(0.0, 1.0, 2.0, -4.0) | vec4(-7.5, 12.125, -0.25, 16.0) ]; + output vec4 out0 = [ vec4(0.0, -1.0, -2.0, 4.0) | vec4(7.5, -12.125, 0.25, -16.0) ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + vec4 get (in float arr[4]); + void set (out float arr[4], vec4 val); + void negate (inout float arr[4]); + bool test (in float arr[4], vec4 ref); + bool isEqual (in float a[4], in float b[4]); + + float func (in float a[4], in float b[4]) + { + a[0] = 2.123; + a[2] = -4.123; + return isEqual(a, b) ? 1.0 : -1.0; + } + + float arr[4]; + + void main() + { + set(arr, in0); + out0 = in0 * func(arr, arr); + ${OUTPUT} + } + + float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); } + vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); } + void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; } + void negate (inout float arr[4]) { set(arr, -get(arr)); } + bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); } + bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); } + "" + end + + case copy_local_inout_on_call + version 300 es + desc "Check that local 'in' arguments are copied on call and don't alias." + values + { + input vec4 in0 = [ vec4(0.0, 1.0, 2.0, -4.0) | vec4(-7.5, 12.125, -0.25, 16.0) ]; + output vec4 out0 = [ vec4(0.0, -1.0, -2.0, 4.0) | vec4(7.5, -12.125, 0.25, -16.0) ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + vec4 get (in float arr[4]); + void set (out float arr[4], vec4 val); + void negate (inout float arr[4]); + bool test (in float arr[4], vec4 ref); + bool isEqual (in float a[4], in float b[4]); + + float func (inout float a[4], inout float b[4]) + { + negate(a); + return isEqual(a, b) ? 1.0 : -1.0; + } + + void main() + { + float arr[4]; + set(arr, in0); + float m = func(arr, arr); // returns -1.0 + float n = float(test(arr, in0) || test(arr, -in0)); + out0 = in0 * m * n; + ${OUTPUT} + } + + float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); } + vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); } + void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; } + void negate (inout float arr[4]) { set(arr, -get(arr)); } + bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); } + bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); } + "" + end + + case copy_global_inout_on_call + version 300 es + desc "Check that global 'in' arguments are copied on call and don't alias." + values + { + input vec4 in0 = [ vec4(0.0, 1.0, 2.0, -4.0) | vec4(-7.5, 12.125, -0.25, 16.0) ]; + output vec4 out0 = [ vec4(0.0, -1.0, -2.0, 4.0) | vec4(7.5, -12.125, 0.25, -16.0) ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + vec4 get (in float arr[4]); + void set (out float arr[4], vec4 val); + void negate (inout float arr[4]); + bool test (in float arr[4], vec4 ref); + bool isEqual (in float a[4], in float b[4]); + + float func (in float a[4], in float b[4]) + { + negate(a); + return isEqual(a, b) ? 1.0 : -1.0; + } + + float arr[4]; + + void main() + { + set(arr, in0); + float m = func(arr, arr); // returns -1.0 + float n = float(test(arr, in0) || test(arr, -in0)); + out0 = in0 * m * n; + ${OUTPUT} + } + + float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); } + vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); } + void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; } + void negate (inout float arr[4]) { set(arr, -get(arr)); } + bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); } + bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); } + "" + end + +# vec4 get (in float arr[4]); +# void set (out float arr[4], vec4 val); +# void negate (inout float arr[4]); +# bool test (in float arr[4], vec4 ref); +# bool isEqual (in float a[4], in float b[4]); + +# float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); } +# vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); } +# void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; } +# void negate (inout float arr[4]) { set(arr, -get(arr)); } +# bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); } +# bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); } + +end # array_arguments + +#group qualifiers "Function Parameter Qualifiers" +# +#end # qualifiers + +group control_flow "Control Flow In Functions" + + case simple_return + version 300 es + values + { + input float in0 = [ -0.5 | 1.5 ]; + output float out0 = [ 0.5 | -1.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (float a) + { + return -a; + a = a * -1.0; + return 1.0; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case return_in_if + version 300 es + values + { + input float in0 = [ -0.5 | 1.5 ]; + output float out0 = [ 0.5 | -1.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (float a) + { + if (a != 0.0) + return -a; + return 1.0; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case return_in_else + version 300 es + values + { + input float in0 = [ -0.5 | 1.5 ]; + output float out0 = [ 0.5 | -1.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (float a) + { + if (a == 0.0) + return 1.0; + else + return -a; + return 1.0; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case return_in_loop + version 300 es + values + { + input float in0 = [ -0.5 | 1.5 ]; + output float out0 = [ 0.5 | -1.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (float a) + { + while (a < 100.0) + return -a; + return 1.0; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case return_in_loop_if + version 300 es + values + { + input float in0 = [ -0.5 | 1.5 ]; + output float out0 = [ 0.5 | -1.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (float a) + { + while (a < 100.0) + { + a = -a; + if (a != 0.0) + return a; + else + return -1.0; + } + return 1.0; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case return_after_loop + version 300 es + values + { + input float in0 = [ -0.5 | 1.5 ]; + output float out0 = [ 0.5 | -1.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (float a) + { + for (int i = 0; i < 5; i++) + a = -a; + return a; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case return_after_break + version 300 es + values + { + input float in0 = [ -0.5 | 1.5 ]; + output float out0 = [ 0.5 | -1.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (float a) + { + for (int i = 0; i < 6; i++) + { + a = -a; + if (i == 4) + break; + } + return a; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case return_after_continue + version 300 es + values + { + input float in0 = [ -0.5 | 1.5 ]; + output float out0 = [ 0.5 | -1.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (float a) + { + for (int i = 0; i < 6; i++) + { + if (i == 4) + continue; + a = -a; + } + return a; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case return_in_nested_loop + version 300 es + values + { + input float in0 = [ -0.5 | 1.5 ]; + output float out0 = [ 0.5 | -1.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (float a) + { + for (int i = 0; i < 6; i++) + { + a = -a; + for (int j = 0; j < 4; j++) + { + a = -a; + if (i == 1) + return a; + } + if (i == 4) + return 1.0; + } + return 1.0; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case return_after_loop_sequence + version 300 es + values + { + input float in0 = [ -0.5 | 1.5 ]; + output float out0 = [ 0.5 | -1.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (float a) + { + int i; + for (i = 0; i < 6; i++) // negate a + { + a = -a; + if (i == 4) + a = -a; + } + + for (; i < 10; i++) // keep a + { + if (i == 8) + continue; + else if (i == 9) + break; + a = -a; + } + + return a; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + + case mixed_return_break_continue + version 300 es + values + { + input float in0 = [ -0.5 | 1.5 ]; + output float out0 = [ 0.5 | -1.5 ]; + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (float a) + { + int i; + for (i = 0; i < 6; i++) + { + if (i == 0) + continue; + else if (i == 1) + { + } + else if (i == 3) + break; + else + return a; + a = -a; + } + + return 1.0; + } + + void main() + { + ${SETUP} + out0 = func(in0); + ${OUTPUT} + } + "" + end + +end # control_flow + +group misc "Miscellaneous" + + case multi_arg_float + version 300 es + values + { + input vec4 in0 = [ vec4(0.0, 1.0, -2.0, 0.5) | vec4(2.0, 2.5, 4.0, -7.0) ]; + output float out0 = [ 0.5 | -1.5 ]; # -sum(in0) + } + + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float sum(vec4 v) { return (v.x + v.y + v.z + v.w); } + + float func (float a, vec3 b, vec2 c, vec2 d, vec4 e) + { + return -sum(vec4(a, b) + vec4(c, d)) + sum(e); + } + + void main() + { + ${SETUP} + out0 = func(in0.y, in0.xzw, in0.wz, in0.yx, in0); + ${OUTPUT} + } + "" + end + + case multi_arg_int + version 300 es + values + { + input ivec4 in0 = [ ivec4(-1, 0, 2, 2) | ivec4(1, 4, -8, 2) ]; + output int out0 = [ -3 | 1 ]; + } + + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + int sum(ivec4 v) { return (v.x + v.y + v.z + v.w); } + + int func (int a, ivec3 b, ivec2 c, ivec2 d, ivec4 e) + { + return -sum(ivec4(a, b) + ivec4(c, d)) + sum(e); + } + + void main() + { + ${SETUP} + out0 = func(in0.y, in0.xzw, in0.wz, in0.yx, in0); + ${OUTPUT} + } + "" + end + + case argument_eval_order_1 + version 300 es + values + { + input int in0 = [ 0 | 1 | 3 | 5 ]; + output int out0 = [ -1 | 5 | 11 | 17 ]; + } + + both "" + #version 300 es + precision highp float; + ${DECLARATIONS} + + int func (float a, int b, bool c, int d) + { + if (c) + return b + int(a) + d; + else + return -1; + } + + void main () + { + ${SETUP} + float v0 = float(in0); + int v1 = in0; + out0 = func((v0 += 1.0), v1++, (v0 > 1.5), v1); + ${OUTPUT} + } + "" + end + + case argument_eval_order_2 + version 300 es + values + { + input int in0 = [ 0 | -1 | 3 | 5 ]; + output int out0 = [ 3 | -1 | 9 | 13 ]; + } + + both "" + #version 300 es + precision highp float; + ${DECLARATIONS} + + int g; + + int modG (int v) + { + g += v; + return v; + } + + int func (float a, int b, bool c, int d) + { + if (c) + return b + int(a) + d; + else + return -1; + } + + void main () + { + ${SETUP} + out0 = func(float(g = in0), modG(2), --g > 0, g); + ${OUTPUT} + } + "" + end + +end # misc + +group invalid "Invalid Functions" + case break_in_body + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func () + { + break; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case continue_in_body + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func () + { + continue; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case return_value_from_void_function + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func () + { + return 1.0; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case extra_arguments + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (float f) + { + } + + void main () + { + func(1.0, 2.0); + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case missing_arguments + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (float f) + { + } + + void main () + { + func(); + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case missing_argument_type + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (in f) + { + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case argument_basetype_mismatch + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + void func (float f) + { + } + + void main () + { + func(2); + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case argument_scalar_vector_mismatch + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (vec2 f) + { + } + + void main () + { + func(2.0); + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case argument_vector_size_mismatch + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (vec3 f) + { + } + + void main () + { + func(vec2(2.0)); + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case duplicate_function + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (vec3 f); + + void func (vec3 f) + { + } + + void func (vec3 f) + { + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case prototype_mismatch_return_type + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (vec3 f); + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + + float func (vec3 f) + { + return f.x; + } + "" + end + + case prototype_unspecified_array_size + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (vec3 f[]); + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case call_mismatch_argument_array_size + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (vec3 f[3]); + void func (vec3 f[3]) + { + } + + void main () + { + vec3 array[4]; + func(array); + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case prototype_mismatch_argument_const + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (vec3 f); + void func (const vec3 f) + { + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case prototype_mismatch_argument_array_const + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (vec3 f[3]); + void func (const vec3 f[3]) + { + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case prototype_mismatch_array_inout + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (out vec3 f); + void func (inout vec3 f) + { + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case missing_return_type + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + func (float f); + func (inout vec3 f[3]) + { + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case call_before_definition + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void main () + { + func(1.0); + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + + void func (float f) + { + } + + "" + end + + case argument_precision_overload + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (lowp float f) + { + return f; + } + + float func (mediump float f) + { + return f; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case argument_in_out_overload + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (in float f) + { + } + + void func (out float f) + { + f = 1.0; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case argument_in_inout_overload + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (in float f) + { + } + + void func (inout float f) + { + f = -f; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case argument_out_inout_overload + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (out float f) + { + f = -1.0; + } + + void func (inout float f) + { + f = -f; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case return_type_overload + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (float f) + { + return f; + } + + int func (float f) + { + return int(f); + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case return_type_precision_overload + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + lowp float func (float f) + { + return f; + } + + mediump float func (float f) + { + return f; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case return_type_const_overload + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (float f) + { + return f; + } + + const float func (float f) + { + return f; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case return_without_value + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (float f) + { + return; + return 1.0; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case local_function_prototype + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void main () + { + float func (float f); + + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case local_function_definition + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void main () + { + float func (float f) + { + return 1.0; + } + + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case name_type_conflict + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + struct foo { float a; } + + float foo (float f) + { + return 1.0; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case const_overload + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (vec3 f) + { + } + + void func (const vec3 f) + { + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case uniform_local + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (vec3 f) + { + uniform float u; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case in_local + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (vec3 f) + { + in float v; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case out_local + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (vec3 f) + { + in float a; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case inout_local + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (vec3 f) + { + inout float a; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case uniform_argument + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void func (uniform vec3 f) + { + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case uniform_return_type + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + uniform float func (vec3 f) + { + return f.x; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case in_return_type + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + in float func (vec3 f) + { + return f.x; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(func(vec3(1.0))); + } + "" + end + + case out_return_type + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + out float func (vec3 f) + { + return f.x; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(func(vec3(1.0))); + } + "" + end + + case inout_return_type + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + inout float func (vec3 f) + { + return f.x; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(func(vec3(1.0))); + } + "" + end + + case main_invalid_return_type + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case main_has_arguments + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + void main (float f) + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case main_missing_return_type + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case write_const_arg + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (const float f) + { + f = 1.0; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case write_const_array_arg + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (const float f[3]) + { + f[0] = 1.0; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(1.0); + } + "" + end + + case use_const_arg_in_const_expr + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (const int i) + { + const int z = i+1; + return float(z); + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(func(1)); + } + "" + end + + case use_const_arg_as_array_size + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float func (const int i) + { + float f[i]; + f[0] = 1.0; + return f[0]; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(func(1)); + } + "" + end + + case overload_builtin_function + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + int sin (int x) + { + return int(sin(float(x))); + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(sin(1)); + } + "" + end + + case redefine_builtin_function + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float sin (float x) + { + return 0.0; + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(sin(1.0)); + } + "" + end + + case basic_recursion + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float fib (float x) + { + if (x <= 1.0) + return x; + else + return fib(x-2.0) + fib(x-1.0); + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(fib(5.0)); + } + "" + end + + case simple_tail_recursion + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + + float rec (float x) + { + if (x <= 0.0) + return 0.0; + else + return rec(x-1.0); + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(rec(5.0)); + } + "" + end + + case dynamic_conditional_recursion + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + uniform float ua; + uniform float ub; + + float funcA (float x); + float funcB (float x); + + float funcA (float x) + { + if (ub+x > 0.0) + funcB(x*2.0); + else + return ub; + } + + float funcB (float x) + { + return sqrt(funcA(x)); + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(funcB(ua)); + } + "" + end + + case dynamic_loop_recursion + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + uniform float ua; + uniform float ub; + + float funcA (float x); + float funcB (float x); + + float funcA (float x) + { + for (float z = 0.0; z < ub+x; z++) + { + if (z > 2.0) + funcB(z*2.0); + else + return z; + } + } + + float funcB (float x) + { + return sqrt(funcA(x)); + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(funcB(ua)); + } + "" + end + + case dynamic_switch_recursion + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + ${DECLARATIONS} + uniform float ua; + uniform mediump int ub; + + float funcA (float x); + float funcB (float x); + + float funcA (float x) + { + switch (ub + int(x)) + { + case 0: return ua-1.0; + case 1: return ua; + case 2: return funcB(x*2.0); + default: return 0.0; + } + } + + float funcB (float x) + { + return sqrt(funcA(x)); + } + + void main () + { + ${POSITION_FRAG_COLOR} = vec4(funcB(ua)); + } + "" + end + + case modify_const_arg + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + int func (const int a) + { + a = -a; + return 2 * a; + } + + void main() + { + ${POSITION_FRAG_COLOR} = vec4(func(3)); + } + "" + end + + case init_const_local_from_const_arg + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + int func (const int a) + { + const int b = -a; + return 2 * b; + } + + void main() + { + ${POSITION_FRAG_COLOR} = vec4(func(3)); + } + "" + end + + case array_size_from_const_arg + version 300 es + expect compile_fail + both "" + #version 300 es + precision mediump float; + precision mediump int; + ${DECLARATIONS} + + int func (const int a) + { + int arr[a]; + arr[1] = 3; + return arr[1]; + } + + void main() + { + ${POSITION_FRAG_COLOR} = vec4(func(3)); + } + "" + end + +end # invalid |