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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>Constant array initialization 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>
<script src="../../js/glsl-conformance-test.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script id="fshaderGlobalConstArray" type="x-shader/x-fragment">#version 300 es
precision mediump float;
out vec4 my_FragColor;

const vec4 constants[2] = vec4[] (
    vec4(0.6, 0.3, 0.0, 3.0),
    vec4(-0.6, 0.7, 0.0, -2.0)
);

void main()
{
    my_FragColor = constants[0] + constants[1];
    return;
}
</script>
<script id="fshaderGlobalConstArrayWithReferenceToConstArray" type="x-shader/x-fragment">#version 300 es
precision mediump float;
out vec4 my_FragColor;

const vec4 constants[2] = vec4[] (
    vec4(0.6, 0.3, 0.0, 3.0),
    vec4(-0.6, 0.7, 0.0, -2.0)
);

const vec4 constants2[2] = vec4[] (
    constants[1],
    constants[0]
);

void main()
{
    my_FragColor = constants2[0] + constants2[1];
    return;
}
</script>
<script id="fshaderGlobalConstArrayInitializedToConstArray" type="x-shader/x-fragment">#version 300 es
precision mediump float;
out vec4 my_FragColor;

const vec4 constants[2] = vec4[] (
    vec4(0.6, 0.3, 0.0, 3.0),
    vec4(-0.6, 0.7, 0.0, -2.0)
);

const vec4 constants2[2] = constants;

void main()
{
    my_FragColor = constants2[0] + constants2[1];
    return;
}
</script>
<script type="text/javascript">
"use strict";
description("Test initializing a constant global array");

GLSLConformanceTester.runRenderTests([
{
  fShaderId: 'fshaderGlobalConstArray',
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: "Global constant array with vec4 constructors and literals in the initializer"
},
{
  fShaderId: 'fshaderGlobalConstArrayWithReferenceToConstArray',
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: "Global constant array which indexes another global constant array in the initializer"
},
{
  fShaderId: 'fshaderGlobalConstArrayInitializedToConstArray',
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: "Global constant array initialized to another global constant array"
}
], 2);
</script>
</body>
</html>