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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-reserved-words.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-reserved-words.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-reserved-words.html | 263 |
1 files changed, 263 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-reserved-words.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-reserved-words.html new file mode 100644 index 0000000000..fd6953e0fe --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-reserved-words.html @@ -0,0 +1,263 @@ +<!-- +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 - Reserved Words</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> +</head> +<body> +<div id="description"></div> +<div id="console"></div> +<script id="vertexShader0" type="text/something-not-javascript"> +struct $replaceMe { + vec4 $replaceMe; +}; +struct Foo { + $replaceMe $replaceMe; +}; +attribute vec4 position; +void main() +{ + Foo f; + f.$replaceMe.$replaceMe = position; + gl_Position = f.$replaceMe.$replaceMe; +} +</script> +<script id="fragmentShader0" type="text/something-not-javascript"> +precision mediump float; +vec4 $replaceMe() { + return vec4(0,1,0,1); +} +void main() +{ + gl_FragColor = $replaceMe(); +} +</script> +<script id="vertexShader1" type="text/something-not-javascript"> +attribute vec4 $replaceMe; +void main() +{ + gl_Position = $replaceMe; +} +</script> +<script id="fragmentShader1" type="text/something-not-javascript"> +precision mediump float; +vec4 foo(vec4 $replaceMe) { + return $replaceMe; +} +void main() +{ + gl_FragColor = foo(vec4(1,0,1,1)); +} +</script> +<script id="vertexShader2" type="text/something-not-javascript"> +varying vec4 $replaceMe; +attribute vec4 position; +void main() +{ + gl_Position = position; + $replaceMe = position; +} +</script> +<script id="fragmentShader2" type="text/something-not-javascript"> +precision mediump float; +varying vec4 $replaceMe; +void main() +{ + gl_FragColor = $replaceMe; +} +</script> +<script id="vertexShader3" type="text/something-not-javascript"> +attribute vec4 position; +void main() +{ + gl_Position = position; +} +</script> +<script id="fragmentShader3" type="text/something-not-javascript"> +precision mediump float; +uniform vec4 $replaceMe; +void main() +{ + gl_FragColor = $replaceMe; +} +</script> +<script> +"use strict"; +var GLSL_1_0_17_words = [ + "attribute", + "const", + "uniform", + "varying", + "break", + "continue", + "do", + "for", + "while", + "if", + "else", + "in", + "out", + "inout", + "float", + "int", + "void", + "bool", + "true", + "false", + "lowp", + "mediump", + "highp", + "precision", + "invariant", + "discard", + "return", + "mat2", + "mat3", + "mat4", + "vec2", + "vec3", + "vec4", + "ivec2", + "ivec3", + "ivec4", + "bvec2", + "bvec3", + "bvec4", + "sampler2D", + "samplerCube", + "struct" +] + +var GLSL_1_0_17_FutureWords = [ + "asm", + "class", + "union", + "enum", + "typedef", + "template", + "this", + "packed", + "goto", + "switch", + "default", + "inline", + "noinline", + "volatile", + "public", + "static", + "extern", + "external", + "interface", + "flat", + "long", + "short", + "double", + "half", + "fixed", + "unsigned", + "superp", + "input", + "output", + "hvec2", + "hvec3", + "hvec4", + "dvec2", + "dvec3", + "dvec4", + "fvec2", + "fvec3", + "fvec4", + "sampler1D", + "sampler3D", + "sampler1DShadow", + "sampler2DShadow", + "sampler2DRect", + "sampler3DRect", + "sampler2DRectShadow", + "sizeof", + "cast", + "namespace", + "using", + "__foo", // something that has 2 underscores + "foo__bar", // something that has 2 underscores + "gl_foo", // something that starts with gl_ + "webgl_foo" // something that starts with webgl_ +]; + +description(); + +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext(); + +var reservedWordsLists = [ + GLSL_1_0_17_words, + GLSL_1_0_17_FutureWords +]; + +var reservedWords = []; +for (var ii = 0; ii < reservedWordsLists.length; ++ii) { + var list = reservedWordsLists[ii]; + for (var jj = 0; jj < list.length; ++jj) { + reservedWords.push(list[jj]); + } +} + +var src = []; +for (var ii = 0; ii < 4; ++ii) { + var vsrc = document.getElementById("vertexShader" + ii).text; + var fsrc = document.getElementById("fragmentShader" + ii).text; + src.push({vsrc: vsrc, fsrc: fsrc}); +} + +var wordNdx = 0; + +function testNextWord() { + if (wordNdx >= reservedWords.length) { + finishTest(); + return; + } + testWord(reservedWords[wordNdx]); + ++wordNdx; + setTimeout(testNextWord, 0); +} +testNextWord(); + +function testWord(word) { + debug(""); + debug("testing: " + word); + + for (var ii = 0; ii < src.length; ++ii) { + var vs = src[ii].vsrc.replace(/\$replaceMe/g, word); + var fs = src[ii].fsrc.replace(/\$replaceMe/g, word); + + var success = true; + var program = wtu.loadProgram(gl, vs, fs, function(msg) { + //debug(msg); + success = false; + }, true); + if (success) { + testFailed("shader with: '" + word + "' compiled even though it should not"); + } else { + testPassed("shader with: '" + word + "' correctly failed to compile"); + } + if (program) { + gl.deleteProgram(program); + } + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no GL errors"); + } +} + +var successfullyParsed = true; +</script> +</body> +</html> |