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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Loops and side-effects 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>
<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
<div id="console"></div>

<!-- Variations on counter functions that used to give incorrect result on OSX 10.9 -->
<script id="counter0" type="x-shader/x-shader">
bool s0 = false;
while(true) {
    bool bar = s0;
    if (!bar) {
        bar = i < 3;
        i = i + 1;
    }
    bool foo = !bar;
    if (foo) {
        break;
    }
    s0 = false;
    n ++;
}
return n;
</script>
<script id="counter1" type="x-shader/x-shader">
while(true) {
    bool bar = i < 3;
    i = i + 1;
    bool foo = !bar;
    if (foo) {
        break;
    }
    n ++;
}
return n;
</script>
<script id="counter2" type="x-shader/x-shader">
bool s0 = true;
while(true) {
    bool bar = s0;
    if (!bar) {
        bar = i < 3;
        i = i + 1;
    }
    bool foo = !bar;
    if (foo) {
        break;
    }
    s0 = false;
    n ++;
}
return n;
</script>
<script id="counter3" type="x-shader/x-shader">
bool s0 = true;
while(true) {
    bool bar = s0;
    if (!bar) {
        bar = i++ < 3;
    }
    bool foo = !bar;
    if (foo) {
        break;
    }
    s0 = false;
    n ++;
}
return n;
</script>
<script id="counter4" type="x-shader/x-shader">
bool s0 = true;
while(true) {
    bool bar = s0 || (i++ < 3);
    bool foo = !bar;
    if (foo) {
        break;
    }
    s0 = false;
    n ++;
}
return n;
</script>
<script id="counter5" type="x-shader/x-shader">
bool s0 = true;
while(true) {
    if (!(s0 || (i++ < 3))) {
        break;
    }
    s0 = false;
    n ++;
}
return n;
</script>
<script id="counter6" type="x-shader/x-shader">
bool s0 = true;
while(s0 || (i++ < 3)) {
    s0 = false;
    n ++;
}
return n;
</script>

<script id="counter7" type="x-shader/x-shader">
do {
    n++;
} while (i++ < 3);
return n;
</script>
<script>
"use strict";
description("This test checks for bugs related to loops and side-effects.");

debug("");

var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, null, 2);

if (!gl) {
    testFailed("WebGL context does not exist");
} else {
    testPassed("WebGL context exists");

    for (var i = 0; i < 8; i++) {
        tryCounter(document.getElementById("counter" + i).text);
        debug("");
    }
}

function evaluateCounter(source) {
    var jsSource = "(function(n, i) {" +
                    source.split("bool").join("var") +
                    "})(0, 0)";

    return eval(jsSource);
}

function makeFSSource(source) {
    var fsSource =
        "#version 300 es\n" +
        "precision highp float;\n" +
        "in float vertexCounter;\n" +
        "uniform int uVertZero;\n" +
        "uniform int uReference;\n" +
        "out vec4 fragColor;\n" +
        "int counter(int n, int i) {\n" +
            source +
        "}\n" +
        "void main() {\n" +
        "    fragColor = vec4(0.0, 0.0, 0.0, 1.0);\n" +
        "    fragColor.r = float(counter(uVertZero, uVertZero) == uReference);\n" +
        "    fragColor.g = float(int(vertexCounter) == uReference);\n" +
        "}\n";
    return fsSource;
}

function makeVSSource(source) {
    var vsSource =
        "#version 300 es\n" +
        "out float vertexCounter;\n" +
        "uniform int uFragZero;\n" +
        "in vec4 vPosition;\n" +
        "int counter(int n, int i) {\n" +
            source +
        "}\n" +
        "void main() {\n" +
        "    gl_Position = vPosition;\n" +
        "    vertexCounter = float(counter(uFragZero, uFragZero));\n" +
        "}\n";
    return vsSource;
}

function tryCounter(source) {
    canvas.width = 50; canvas.height = 50;
    gl.viewport(0, 0, canvas.width, canvas.height);
    wtu.setupUnitQuad(gl, 0, 1);

    var program = wtu.setupProgram(gl, [makeVSSource(source), makeFSSource(source)], ['vPosition'], [0], true);

    gl.uniform1i(gl.getUniformLocation(program, "uVertZero"), 0);
    gl.uniform1i(gl.getUniformLocation(program, "uFragZero"), 0);

    var reference = evaluateCounter(source);
    gl.uniform1i(gl.getUniformLocation(program, "uReference"), reference);

    gl.useProgram(program);
    wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 0]);
    wtu.checkCanvas(gl, [255, 255, 0, 255]);
}

debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>

</body>
</html>