<!-- /* ** Copyright (c) 2013 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>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>