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<!--
/*
** 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 constructor assignment 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>
<canvas id="canvas" width="64" height="64"> </canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">#version 300 es
in vec3 aPosition;
void main() {
gl_Position = vec4(aPosition, 1);
}
</script>
<script id="fshaderNonConstantConstructorParameter" type="x-shader/x-fragment">#version 300 es
precision mediump float;
uniform int u;
out vec4 my_FragColor;
void main() {
// Test assigning a constructor result as opposed to initializing with a
// constructor result.
int a[3];
a = int[3](0, 1, u);
bool fail = false;
for (int i = 0; i < 2; ++i) {
if (a[i] != i) {
fail = true;
}
}
if (a[2] != u) {
fail = true;
}
my_FragColor = vec4(0.0, (fail ? 0.0 : 1.0), 0.0, 1.0);
}
</script>
<script id="fshaderArrayOfStructs" type="x-shader/x-fragment">#version 300 es
precision mediump float;
out vec4 my_FragColor;
struct S {
int foo;
};
void main() {
// Test assigning a constructor result as opposed to initializing with a
// constructor result.
S a[3];
a = S[3](S(0), S(1), S(2));
bool fail = false;
for (int i = 0; i < 3; ++i) {
if (a[i].foo != i) {
fail = true;
}
}
my_FragColor = vec4(0.0, (fail ? 0.0 : 1.0), 0.0, 1.0);
}
</script>
<script type="application/javascript">
"use strict";
description("Assigning return values of array constructors should work.");
debug("");
var wtu = WebGLTestUtils;
function test() {
var gl = wtu.create3DContext("canvas", undefined, 2);
if (!gl) {
testFailed("WebGL 2 context does not exist");
return;
}
wtu.setupUnitQuad(gl);
// This test only covers cases which are not covered by the dEQP tests.
debug("Testing with a non-constant integer");
var program = wtu.setupProgram(gl, ["vshader", "fshaderNonConstantConstructorParameter"], ["aPosition"], undefined, true);
var uniformLoc = gl.getUniformLocation(program, 'u');
gl.uniform1i(uniformLoc, 5);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, [0, 255, 0, 255]);
debug("");
debug("Testing with an array of structs");
wtu.setupProgram(gl, ["vshader", "fshaderArrayOfStructs"], ["aPosition"], undefined, true);
wtu.drawUnitQuad(gl);
wtu.checkCanvas(gl, [0, 255, 0, 255]);
};
test();
var successfullyParsed = true;
finishTest();
</script>
</body>
</html>
|