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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/misc/shader-with-comma-conditional-assignment.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/misc/shader-with-comma-conditional-assignment.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-comma-conditional-assignment.html | 192 |
1 files changed, 192 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-comma-conditional-assignment.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-comma-conditional-assignment.html new file mode 100644 index 0000000000..ec672d569e --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-comma-conditional-assignment.html @@ -0,0 +1,192 @@ +<!-- +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>WebGL GLSL Conformance Tests</title> +<link rel="stylesheet" href="../../../resources/js-test-style.css"/> +<link rel="stylesheet" href="../../../resources/glsl-feature-tests.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="fragmentShaderAGreaterThanBCheckR" type="text/something-not-javascript"> +// fragment shader with for scoping should succeed +precision mediump float; +void main() { + float a = 3.0; + float b = 2.0; + float r = 0.0; + float r0 = 0.5; + float r1 = 1.0; + float ab = a > b ? (r = r0, a) : (r = r1, b); + // Output green if successful, red if not. + gl_FragColor = ((r == r0) ? vec4(0,1,0,1) : vec4(1,0,0,1)); +} +</script> +<script id="fragmentShaderAGreaterThanBCheckAB" type="text/something-not-javascript"> +// fragment shader with for scoping should succeed +precision mediump float; +void main() { + float a = 3.0; + float b = 2.0; + float r = 0.0; + float r0 = 0.5; + float r1 = 1.0; + float ab = a > b ? (r = r0, a) : (r = r1, b); + // Output green if successful, red if not. + gl_FragColor = ((ab == a) ? vec4(0,1,0,1) : vec4(1,0,0,1)); +} +</script> +<script id="fragmentShaderAGreaterThanBCheckT0" type="text/something-not-javascript"> +// fragment shader with for scoping should succeed +precision mediump float; +void main() { + float a = 3.0; + float b = 2.0; + float t0 = 0.0; + float t1 = 0.0; + float r0 = 0.5; + float r1 = 1.0; + float ab = a > b ? (t0 = r0, a) : (t1 = r1, b); + // Output green if successful, red if not. + gl_FragColor = ((t0 == r0) ? vec4(0,1,0,1) : vec4(1,0,0,1)); +} +</script> +<script id="fragmentShaderAGreaterThanBCheckT1" type="text/something-not-javascript"> +// fragment shader with for scoping should succeed +precision mediump float; +void main() { + float a = 3.0; + float b = 2.0; + float t0 = 0.0; + float t1 = 0.0; + float r0 = 0.5; + float r1 = 1.0; + float ab = a > b ? (t0 = r0, a) : (t1 = r1, b); + // Output green if successful, red if not. + gl_FragColor = ((t1 == 0.0) ? vec4(0,1,0,1) : vec4(1,0,0,1)); +} +</script> +<script id="fragmentShaderBGreaterThanACheckR" type="text/something-not-javascript"> +// fragment shader with for scoping should succeed +precision mediump float; +void main() { + float a = 2.0; + float b = 3.0; + float r = 0.0; + float r0 = 0.5; + float r1 = 1.0; + float ab = a > b ? (r = r0, a) : (r = r1, b); + // Output green if successful, red if not. + gl_FragColor = ((r == r1) ? vec4(0,1,0,1) : vec4(1,0,0,1)); +} +</script> +<script id="fragmentShaderBGreaterThanACheckAB" type="text/something-not-javascript"> +// fragment shader with for scoping should succeed +precision mediump float; +void main() { + float a = 2.0; + float b = 3.0; + float r = 0.0; + float r0 = 0.5; + float r1 = 1.0; + float ab = a > b ? (r = r0, a) : (r = r1, b); + // Output green if successful, red if not. + gl_FragColor = ((ab == b) ? vec4(0,1,0,1) : vec4(1,0,0,1)); +} +</script> +<script id="fragmentShaderBGreaterThanACheckT0" type="text/something-not-javascript"> +// fragment shader with for scoping should succeed +precision mediump float; +void main() { + float a = 2.0; + float b = 3.0; + float t0 = 0.0; + float t1 = 0.0; + float r0 = 0.5; + float r1 = 1.0; + float ab = a > b ? (t0 = r0, a) : (t1 = r1, b); + // Output green if successful, red if not. + gl_FragColor = ((t0 == 0.0) ? vec4(0,1,0,1) : vec4(1,0,0,1)); +} +</script> +<script id="fragmentShaderBGreaterThanACheckT1" type="text/something-not-javascript"> +// fragment shader with for scoping should succeed +precision mediump float; +void main() { + float a = 2.0; + float b = 3.0; + float t0 = 0.0; + float t1 = 0.0; + float r0 = 0.5; + float r1 = 1.0; + float ab = a > b ? (t0 = r0, a) : (t1 = r1, b); + // Output green if successful, red if not. + gl_FragColor = ((t1 == r1) ? vec4(0,1,0,1) : vec4(1,0,0,1)); +} +</script> +<script> +"use strict"; +GLSLConformanceTester.runRenderTests([ +{ + fShaderId: 'fragmentShaderAGreaterThanBCheckR', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "comma based conditional assignment works", +}, +{ + fShaderId: 'fragmentShaderAGreaterThanBCheckAB', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "comma based conditional assignment works", +}, +{ + fShaderId: 'fragmentShaderAGreaterThanBCheckT0', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "comma based conditional assignment works", +}, +{ + fShaderId: 'fragmentShaderAGreaterThanBCheckT1', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "comma based conditional assignment works", +}, +{ + fShaderId: 'fragmentShaderBGreaterThanACheckR', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "comma based conditional assignment works", +}, +{ + fShaderId: 'fragmentShaderBGreaterThanACheckAB', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "comma based conditional assignment works", +}, +{ + fShaderId: 'fragmentShaderBGreaterThanACheckT0', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "comma based conditional assignment works", +}, +{ + fShaderId: 'fragmentShaderBGreaterThanACheckT1', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "comma based conditional assignment works", +} +]); +var successfullyParsed = true; +</script> +</body> +</html> |