diff options
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/vector-scalar-arithmetic-inside-loop-complex.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/vector-scalar-arithmetic-inside-loop-complex.html | 80 |
1 files changed, 80 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/vector-scalar-arithmetic-inside-loop-complex.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/vector-scalar-arithmetic-inside-loop-complex.html new file mode 100644 index 0000000000..3b1277c1be --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/vector-scalar-arithmetic-inside-loop-complex.html @@ -0,0 +1,80 @@ +<!-- +Copyright (c) 2019 The Khronos Group Inc. +Use of this source code is governed by an MIT-style license that can be +found in the LICENSE.txt file. +--> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>GLSL vector/scalar arithmetic inside a for loop (complex cases)</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="fShaderVectorCompoundMulAndAddInSeparateStatementsInsideForLoop" type="x-shader/x-fragment"> +precision mediump float; + +void main() { + gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); + for (int i = 0; i < 2; i++) + { + float x = gl_FragCoord.x; + float y = (x *= 2.0); + gl_FragColor = gl_FragColor + vec4(y, y, y, y); + } + if (gl_FragColor.g == gl_FragColor.r && + gl_FragColor.b == gl_FragColor.r && + gl_FragColor.a == gl_FragColor.r) + { + gl_FragColor = vec4(0, 1, 0, 1); + } +} +</script> +<script id="fShaderVectorCompoundMulAndAddInSeparateStatementsInsideForLoop2" type="x-shader/x-fragment"> +precision mediump float; + +void main() { + gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); + for (int i = 0; i < 2; i++) + { + float x = gl_FragCoord.x; + float y = (x *= 2.0); + gl_FragColor = gl_FragColor + vec4(x, y, x, y); + } + if (gl_FragColor.g == gl_FragColor.r && + gl_FragColor.b == gl_FragColor.r && + gl_FragColor.a == gl_FragColor.r) + { + gl_FragColor = vec4(0, 1, 0, 1); + } +} +</script> +<script type="text/javascript"> +"use strict"; +description(); + +// See http://crbug.com/772651 + +GLSLConformanceTester.runRenderTests([ +{ + fShaderId: 'fShaderVectorCompoundMulAndAddInSeparateStatementsInsideForLoop', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "Adding a vector that's just 4 copies of a scalar to another vector inside for loop should work." +}, +{ + fShaderId: 'fShaderVectorCompoundMulAndAddInSeparateStatementsInsideForLoop2', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "Adding a vector that's just 4 copies of a scalar stored in two different variables to another vector inside for loop should work." +} +]); +</script> +</body> +</html> |