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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/nested-loops-with-break-and-continue.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/nested-loops-with-break-and-continue.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/nested-loops-with-break-and-continue.html | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/nested-loops-with-break-and-continue.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/nested-loops-with-break-and-continue.html new file mode 100644 index 0000000000..d6a744741a --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/nested-loops-with-break-and-continue.html @@ -0,0 +1,83 @@ +<!-- +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>Using nested loops with break and/or continue statements in a fragment shader should work</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="256" height="256"> </canvas> +<div id="description"></div> +<div id="console"></div> +<script id="vshader" type="x-shader/x-vertex"> +attribute vec3 aPosition; + +void main() { + gl_Position = vec4(aPosition, 1); +} +</script> +<script id="fshader" type="x-shader/x-fragment"> +precision mediump float; +uniform int uCount; + +void main() { + int a = 0; + for (int i = 0; i < 10; ++i) { + if (i >= uCount) { break; } + for (int j = 0; j < 10; ++j) { + if (j >= uCount) { continue; } + a += 1; + } + for (int j = 0; j < 10; ++j) { + if (j >= uCount) { break; } + a += 1; + } + for (int j = 0; j < 10; ++j) { + if (j >= uCount) { continue; } + a += 1; + } + for (int j = 0; j < 10; ++j) { + if (j >= uCount) { break; } + a += 1; + } + for (int j = 0; j < 10; ++j) { + if (j >= uCount) { continue; } + a += 1; + } + } + float b = (float(a) / 125.0) * (64.0 / 255.0); + gl_FragColor = vec4(b, 1.0 - b, 0.0, 1.0); +} +</script> +<script type="application/javascript"> +"use strict"; +description("Multiple loops using break and continue statements should work."); +debug(""); +var wtu = WebGLTestUtils; +function test() { + var gl = wtu.create3DContext("canvas"); + if (!gl) { + testFailed("context does not exist"); + return; + } + wtu.setupUnitQuad(gl); + var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["aPosition"], undefined, true); + var uniformLoc = gl.getUniformLocation(program, 'uCount'); + gl.uniform1i(uniformLoc, 5); + wtu.drawUnitQuad(gl); + wtu.checkCanvas(gl, [64, 191, 0, 255], "should be 64,191,0,255"); +}; + +test(); +finishTest(); +</script> +</body> +</html> |